I am (as I'm sure many of you also are) a huge fan of James Haeck's Encounter of the Week articles. They have really inspired me to be a little more confident in my encounter writing skills, not to mention giving me plenty of inspiration and ideas for my own games! I want to propose a thread where we, the community, could write our own encounters in the same style as James', both to practice our own encounter writing and to give ideas and encounters for others to use! I'll start with one that I ran for my players as the very first session of our current campaign. Fair warning, it has a lot of homebrew monsters.
Something has gone wrong in Archmage Leomund's tower, Sorcerer's Apprentice style! This encounter can be dropped into any large city when the players first arrive. It is suitable for characters of 1st level.
Encounter Start
As the characters first arrive in a city or large town, read or paraphrase the following:
An old man dressed in fine robes comes bounding around a corner before running right into you. Before he even stands back up, he begins shouting and crying for help, all while pointing towards a tower just barely visible above the rooftops.
The man explains that he is called Old Nemu, and that he is the local wizard to these parts. He was making a backup copy of his spellbook, but something happened when he transcribed the last spell: the pen leapt right from his hand! Next thing he knew, the candlestick next to him is beating him on the head and the new spellbook is wreathed in flame! Ultimately, he explains to the party that, should the magic go unchecked, it's likely that the entire tower will become animated and go about the town, destroying buildings and crushing people! He adds that, if he had his old spellbook, he would be able to easily undo the animation magic, but that in the confusion, he was unable to even prepare his spells for the day. He begs the party to help him, and even offers some magical trinkets in exchange for their service. If the party agrees to help him, he provides them this advice:
"My study is on the third floor of the tower. In an effort to minimize the damage, I closed the trapdoor that leads up from the second, so it might have automagically sealed. I think I left its key in a book someplace. Once you get to the workspace, you'll have to contend with the magical forces at work there, but my old spellbook should still be in the desk if it's still in one piece. Otherwise, you might have to follow some instructions to repair it. If there's enough time, you can bring it out to me and I'll end the spell, but if the need arises, each of its pages can be treated as a spell scroll, and you should hopefully be able to dispel the magic on your own. By my estimates, you'll have two hours before the rogue magic takes hold over the entire building, so off with you!"
For extra effect, start an actual timer for two hours to let your players feel the pressure in real-time.
Dungeon Encounter: the Tower
First Floor
This 20'x20' room serves as Old Nemu's living room, though it doesn't look very lived-in. Tucked into a far corner sits a table with a lit candelabra on it. On the left of the entryway is a set of bookcases and a low table, upon which sits the remnants of a stack of parchment, most of it currently scattered across the floor. The candelabra is providing the majority of the light in the otherwise dark, windowless room. The defining feature of the space is the large stone spiral staircase in the center. Everything except the candlesticks are coated in a thin layer of dust. A single lit candlestick, similar to the other 5 lying haphazardly about the floor, is flying around the room and bumping into various bits of furniture.
The candelabra and four of the six regular candles are all animated candlesticks. When an unlit candlestick starts its turn within 5 feet of a character, it uses its action to light itself. The candles are all hostile to the players and will fight until destroyed.
Development. If the room is searched, a DC 14 Wisdom (Perception) check reveals that one of the pieces of parchment contains arcane scribbling and symbols. A DC 15 Intelligence (Arcana) check identifies this to be a spell scroll containing the spell animate objects.
Bookshelves. If a character inspects the bookshelves, they spot nothing out of the ordinary. However, if a book is removed, roll a d10 and consult the following table:
To Serve Man: 50 Kitchen Tips for Illithids- Asgo’yasshulu
4
Forgotten Arts of Oratory Magnetism- Leomund the Red
5
Architecture- Leomund the Red and Mordenkainen the Magnificent
6
The Caleph Auguries: The final 8- Elminster Aurel
7
Transcendental Impenetrabilities- Leomund the Red
8
Thesis on the Planes of Anti-Matter- Leomund the Red
9
Caves and Creatures, Vol. VI- Ghye Gasz
10
A small iron key tucked between two books. This key opens the trapdoor on the second floor.
Second Floor
You climb the stairs and find yourselves in another 20' room completely walled with bookshelves. Spaced evenly amongst the books are candles in sconces on the walls, which bathe the room in dim light. Above you on the stairs is a closed trapdoor. A rustle comes from the bookshelves, like the turning of pages, though you don’t see any movement.
The trapdoor can be opened with a successful DC 13 Dexterity check made with Thieves' Tools or a successful DC 18 Strength (Athletics) check. It also has an AC of 15 and 22 Hit Points, with immunities to Psychic and Poison damage and vulnerabilities to Fire and Acid damage. If the party chooses to attack the trapdoor, roll a d8 every time a hit lands. On a 3 or less, a Swarm of Animated Books flies off the shelves and attacks them, focusing on the player that attacked the trapdoor.
Bookshelves. If the players search through the bookshelves, roll a d6. On a 3 or less, a Swarm of Animated Books flies off the shelves and attacks them, focusing on the player that touched the shelves. On a 4-5, feel free to give them the name of a book from the list above. On a 6, they open a hollowed-out book that contains an iron key. If a swarm is reduced to half of its hit points and the key has not yet been found, one of the books drops the key on the ground.
Development. As the party ascends to the next floor, the tower lurches to one side before righting itself. The animation spell is slowly affecting the tower itself.
Third Floor
Passing through the trapdoor, you come into a largely unfurnished and much larger room, approximately 30’x30’. The whole space is brightly lit, though there are no discernable torches or windows. The trapdoor is against the wall in this room, rather than the middle as in the previous two rooms. In the center of this room, there is a large circle etched into the floor, with an 8-pointed geometric pattern and several symbols circumscribed into it. One of the sections is glowing. Immediately to your left is a closed door. Against the far wall are two bookshelves on either side of a desk, above which you can see a large tome floating next to a candelabra which lights and extinguishes itself repeatedly.
The book is an Animated Spellbook and the candelabra is an Animated Candle. The spellbook attacks when the players move further into the room, inspect the circle, or move to open the side door. The candelabra cannot see the players and so responds to the spellbook's attack. For the first two rounds of combat, a banging sound can be heard from the side door. On the third round, roll initiative for an Animated Broom, which uses its action to burst through the door on its turn.
Magic Circle. In the center of the floor of this chamber is a 10 ft. diameter circle. It has been etched with runes, most prominently 8 symbols evenly spaced around the perimeter. One of these symbols (the one for Transmutation) is glowing. Whenever a spell is cast either while targeting the symbol of its school or while the caster is standing on (or floating above) the symbol, it begins to light up. Additionally, if the components for a spell of the matching school are placed on a space, it lights up.
Development. On the desk is a thick, decaying leather book. Its text has completely faded, though enough can be discerned that this was once a spellbook. If the desk is searched, the following items are found:
A pair of well-crafted platinum rings (abjuration)
A bowl of nuts (enchantment)
A crystal ball on an ornate base (divination)
Various office supplies: pens, inks, parchment, etc.
A note:
L, I'm tired of helping you fix your spellbook when you ruin it with ink or fire or whatever mischief you get up to. Pay close attention:
In case something happens again, you must place your spellbook into a fully charged magic circle, and a new copy will be instantly summoned in its place. To charge it, you must identify the proper components and place them (or their derivatives) where they belong. When this is done, it shall be revivified. Don’t be frightened by this undertaking; it is not as complicated as creating a homunculus or as time-consuming as hallowing earth. I hope my crypticism has instilled you neither a hair more or less than the right amount of confusion.
Good luck, and stop bothering me,
-M
The Broom Closet. Inside the closet where the broom was stored is a shelving unit containing the following items:
A collection of large and pristine gemstones: A pearl (Divination), a sapphire (Conjuration), a ruby (evocation), and a diamond (Necromancy)
A small, warped mirror (Illusion)
A makeup kit (Enchantment)
A bundle of incense (Conjuration or Necromancy)
A crystal vial of holy water (Abjuration)
A large and ornate feather (Enchantment)
Several labeled jars: "Bat’s Eyes,” “Pony’s Tail,” "Dragon's Scale- Red" (Evocation), “Pig’s Snout,” “Rat’s Tail,” and “Hen’s Heart,” (Illusion).
Puzzle: The Circle
Leomund's spellbook has been ruined, and cannot be read. It must be repaired. The party can easily find a note in the desk, which provides them the clue they need to repair the book. If the players cannot figure it out, allow them to attempt a DC 15 Intelligence (Investigation or Insight) check with advantage if they are also proficient in Arcana. On a success, they realize that the words used in the note are strange, and that some of them seem to be directly referring to the names of spells (bolded in the text). If the check succeeded by 3 or more, they also notice that each named spell comes from a different school of magic. You can make this easier by having the animated spellbook cast a spell such as magic missile while either floating above or targeting a parson standing on the evocation symbol, causing it to light up.
The following diagram with labels can be found by spending 1 minute and succeeding on a DC 12 Wisdom (Perception) check while looking through the bookshelves. Instead, a character can attempt a DC 16 Intelligence (Arcana) check to recognize the symbols on the circle as those representing the 8 schools of magic.(Clockwise starting at top: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
The solution to the puzzle is to put the old spellbook in the center of the circle and activate each of the 8 sections of the perimeter by either casting a spell while targeting or standing on the respective school symbol or by placing a component used in a spell of a particular school on its respective symbol. Components for each of the schools of magic (except transmutation) can be found in the desk and closet, and have their respective schools listed next to them.
Once each section has been activated, the circle flashes and the spellbook in the center is restored. From there, any spellcaster with Dispel Magic on their class list (which is all of them except rangers) can easily flip through the book and attempt to cast it as if from a spell scroll. Alternatively, they can bring it to Leomund outside who will also cast the spell.
The Aftermath
With the tower restored to normal, Archmage Leomund (still posing as "Old Nemu") is overjoyed, and extremely appreciative for the help, if not embarrassed by needing it. He offers each party member a reward. Select an item you think is appropriate to each party member or allow them to choose (only one of each item):
Thanks for sharing your encounter! I love that James' EotW have inspired you to write your own encounter to offer to the community! I can't wait to see what other encounter show up!
Thanks for sharing your encounter! I love that James' EotW have inspired you to write your own encounter to offer to the community! I can't wait to see what other encounter show up!
THE Oboelauren responded to my thread! I never thought I'd get any staff acknowledgement for this, but I'm glad you enjoyed! I hope it made sense; I wrote most of it at 3 in the morning, so I wouldn't be surprised if some of it came out gibberish to other people. I also can't wait to see what, if anything, else comes of this thread. James has been a huge inspiration to me, so I'm sure there are others who also feel the same way and have written an encounter or two after reading one of his.
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I am (as I'm sure many of you also are) a huge fan of James Haeck's Encounter of the Week articles. They have really inspired me to be a little more confident in my encounter writing skills, not to mention giving me plenty of inspiration and ideas for my own games! I want to propose a thread where we, the community, could write our own encounters in the same style as James', both to practice our own encounter writing and to give ideas and encounters for others to use! I'll start with one that I ran for my players as the very first session of our current campaign. Fair warning, it has a lot of homebrew monsters.
Something has gone wrong in Archmage Leomund's tower, Sorcerer's Apprentice style! This encounter can be dropped into any large city when the players first arrive. It is suitable for characters of 1st level.
Encounter Start
As the characters first arrive in a city or large town, read or paraphrase the following:
The man explains that he is called Old Nemu, and that he is the local wizard to these parts. He was making a backup copy of his spellbook, but something happened when he transcribed the last spell: the pen leapt right from his hand! Next thing he knew, the candlestick next to him is beating him on the head and the new spellbook is wreathed in flame! Ultimately, he explains to the party that, should the magic go unchecked, it's likely that the entire tower will become animated and go about the town, destroying buildings and crushing people!
He adds that, if he had his old spellbook, he would be able to easily undo the animation magic, but that in the confusion, he was unable to even prepare his spells for the day. He begs the party to help him, and even offers some magical trinkets in exchange for their service. If the party agrees to help him, he provides them this advice:
For extra effect, start an actual timer for two hours to let your players feel the pressure in real-time.
Dungeon Encounter: the Tower
First Floor
This 20'x20' room serves as Old Nemu's living room, though it doesn't look very lived-in. Tucked into a far corner sits a table with a lit candelabra on it. On the left of the entryway is a set of bookcases and a low table, upon which sits the remnants of a stack of parchment, most of it currently scattered across the floor. The candelabra is providing the majority of the light in the otherwise dark, windowless room. The defining feature of the space is the large stone spiral staircase in the center. Everything except the candlesticks are coated in a thin layer of dust. A single lit candlestick, similar to the other 5 lying haphazardly about the floor, is flying around the room and bumping into various bits of furniture.
The candelabra and four of the six regular candles are all animated candlesticks. When an unlit candlestick starts its turn within 5 feet of a character, it uses its action to light itself. The candles are all hostile to the players and will fight until destroyed.
Development. If the room is searched, a DC 14 Wisdom (Perception) check reveals that one of the pieces of parchment contains arcane scribbling and symbols. A DC 15 Intelligence (Arcana) check identifies this to be a spell scroll containing the spell animate objects.
Bookshelves. If a character inspects the bookshelves, they spot nothing out of the ordinary. However, if a book is removed, roll a d10 and consult the following table:
1-2
A Swarm of Animated Books
3
To Serve Man: 50 Kitchen Tips for Illithids- Asgo’yasshulu
4
Forgotten Arts of Oratory Magnetism- Leomund the Red
5
Architecture- Leomund the Red and Mordenkainen the Magnificent
6
The Caleph Auguries: The final 8- Elminster Aurel
7
Transcendental Impenetrabilities- Leomund the Red
8
Thesis on the Planes of Anti-Matter- Leomund the Red
9
Caves and Creatures, Vol. VI- Ghye Gasz
10
A small iron key tucked between two books. This key opens the trapdoor on the second floor.
Second Floor
You climb the stairs and find yourselves in another 20' room completely walled with bookshelves. Spaced evenly amongst the books are candles in sconces on the walls, which bathe the room in dim light. Above you on the stairs is a closed trapdoor. A rustle comes from the bookshelves, like the turning of pages, though you don’t see any movement.
The trapdoor can be opened with a successful DC 13 Dexterity check made with Thieves' Tools or a successful DC 18 Strength (Athletics) check. It also has an AC of 15 and 22 Hit Points, with immunities to Psychic and Poison damage and vulnerabilities to Fire and Acid damage. If the party chooses to attack the trapdoor, roll a d8 every time a hit lands. On a 3 or less, a Swarm of Animated Books flies off the shelves and attacks them, focusing on the player that attacked the trapdoor.
Bookshelves. If the players search through the bookshelves, roll a d6. On a 3 or less, a Swarm of Animated Books flies off the shelves and attacks them, focusing on the player that touched the shelves. On a 4-5, feel free to give them the name of a book from the list above. On a 6, they open a hollowed-out book that contains an iron key. If a swarm is reduced to half of its hit points and the key has not yet been found, one of the books drops the key on the ground.
Development. As the party ascends to the next floor, the tower lurches to one side before righting itself. The animation spell is slowly affecting the tower itself.
Third Floor
Passing through the trapdoor, you come into a largely unfurnished and much larger room, approximately 30’x30’. The whole space is brightly lit, though there are no discernable torches or windows. The trapdoor is against the wall in this room, rather than the middle as in the previous two rooms. In the center of this room, there is a large circle etched into the floor, with an 8-pointed geometric pattern and several symbols circumscribed into it. One of the sections is glowing. Immediately to your left is a closed door. Against the far wall are two bookshelves on either side of a desk, above which you can see a large tome floating next to a candelabra which lights and extinguishes itself repeatedly.
The book is an Animated Spellbook and the candelabra is an Animated Candle. The spellbook attacks when the players move further into the room, inspect the circle, or move to open the side door. The candelabra cannot see the players and so responds to the spellbook's attack. For the first two rounds of combat, a banging sound can be heard from the side door. On the third round, roll initiative for an Animated Broom, which uses its action to burst through the door on its turn.
Magic Circle. In the center of the floor of this chamber is a 10 ft. diameter circle. It has been etched with runes, most prominently 8 symbols evenly spaced around the perimeter. One of these symbols (the one for Transmutation) is glowing. Whenever a spell is cast either while targeting the symbol of its school or while the caster is standing on (or floating above) the symbol, it begins to light up. Additionally, if the components for a spell of the matching school are placed on a space, it lights up.
Development. On the desk is a thick, decaying leather book. Its text has completely faded, though enough can be discerned that this was once a spellbook. If the desk is searched, the following items are found:
The Broom Closet. Inside the closet where the broom was stored is a shelving unit containing the following items:
Puzzle: The Circle
Leomund's spellbook has been ruined, and cannot be read. It must be repaired. The party can easily find a note in the desk, which provides them the clue they need to repair the book. If the players cannot figure it out, allow them to attempt a DC 15 Intelligence (Investigation or Insight) check with advantage if they are also proficient in Arcana. On a success, they realize that the words used in the note are strange, and that some of them seem to be directly referring to the names of spells (bolded in the text). If the check succeeded by 3 or more, they also notice that each named spell comes from a different school of magic. You can make this easier by having the animated spellbook cast a spell such as magic missile while either floating above or targeting a parson standing on the evocation symbol, causing it to light up.
The following diagram with labels can be found by spending 1 minute and succeeding on a DC 12 Wisdom (Perception) check while looking through the bookshelves. Instead, a character can attempt a DC 16 Intelligence (Arcana) check to recognize the symbols on the circle as those representing the 8 schools of magic.
(Clockwise starting at top: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
The solution to the puzzle is to put the old spellbook in the center of the circle and activate each of the 8 sections of the perimeter by either casting a spell while targeting or standing on the respective school symbol or by placing a component used in a spell of a particular school on its respective symbol. Components for each of the schools of magic (except transmutation) can be found in the desk and closet, and have their respective schools listed next to them.
Once each section has been activated, the circle flashes and the spellbook in the center is restored. From there, any spellcaster with Dispel Magic on their class list (which is all of them except rangers) can easily flip through the book and attempt to cast it as if from a spell scroll. Alternatively, they can bring it to Leomund outside who will also cast the spell.
The Aftermath
With the tower restored to normal, Archmage Leomund (still posing as "Old Nemu") is overjoyed, and extremely appreciative for the help, if not embarrassed by needing it. He offers each party member a reward. Select an item you think is appropriate to each party member or allow them to choose (only one of each item):
Thanks for sharing your encounter! I love that James' EotW have inspired you to write your own encounter to offer to the community! I can't wait to see what other encounter show up!
Find me on Twitter: @OboeLauren
THE Oboelauren responded to my thread! I never thought I'd get any staff acknowledgement for this, but I'm glad you enjoyed! I hope it made sense; I wrote most of it at 3 in the morning, so I wouldn't be surprised if some of it came out gibberish to other people. I also can't wait to see what, if anything, else comes of this thread. James has been a huge inspiration to me, so I'm sure there are others who also feel the same way and have written an encounter or two after reading one of his.