“All That Glitters” – Out of the Box D&D Encounters #50
I’ve already explored the concept of monsters or treasure as encounters, but not usually as monsters covered in treasure. It’s one thing to face a foe and rifle their pockets and pouches after defeating them … it’s another thing entirely when the monster you face is plated in treasure that you risk damaging should you defeat this monster through conventional means.
For this encounter we will use the infamous Stone Golem, but not in the usual format. Stone Golems are essentially magically animated stone statues, which means that any statue should suffice. Additionally, by plating this Stone Golem in gold, we both disguise its true nature and turn a monster into a lure to guarantee the encounter. By changing the form of the statue from a humanoid shape into something less obvious (yet totally believable as a statue) like a horse, we have complimentary elements to disguise the encounter. This enhances the lure.
Yes, I’m that DM.
All that remains is placing this encounter in a believable space. Surroundings lend themselves to the encounter just like any monster does likewise with its environment. One makes the other more acceptable and plausible.
Therefore we’ll insert this Stone Golem where one might find one – guarding something.
Environment: Dungeon/Castle
Suggested level: 10
Description: The player characters enter a vast and well-lit chamber. The lighting comes from lanterns that hover without chain, rope, or stands, every 10 feet around the outside of the room and fifteen feet in the air. The chamber, probably 50-foot square, has a high 20 foot vaulted ceiling. Unlike other areas, the floors are covered with patterned rugs dyed in rich reds, oranges, and yellows. The walls are lined with intricate paintings, depicting landscapes and portraits of what may be important places and figures. In the very center of the room sits a low 1-foot tall stone plinth, upon which a large life-sized statue of a golden horse appears to stand mid-prance. The statue’s plinth bears a small brass placard on the base of the plinth facing the door.
The lamps are suspended by magic and are lit with a magical light. This magical light will remain for as long as the Golem is “alive.” If the players wish to try and dispel this magical light or force the lanterns to fall, it will require only a DC: 12 to break the levitation, but the lights will not extinguish until the Golem is dead or the lanterns are removed from the room.
For those interested in the resident artwork, there are a total of eight paintings. Each painting is large (at least 2’x3’ for portraits or 3’x2’ for landscapes (DM’s choice). Should a player character wish to discern the nature or origin of each painting, this is an excellent opportunity for any DM to add some history into the encounter. Should a DM wish to reveal some background in their campaign and wishes to use this encounter, perhaps an Intelligence (History) check of at least DC:15 can divulge details on important regional figures, castles or landmarks that play into the history of this region. Never overlook an opportunity to tie campaign or adventure information into an encounter. Another equally important Intelligence (History or Investigation) check, DC: 15, will further reveal these paintings are valuable works of art. To the right collector, they might garner a tidy sum of 1,000 gold pieces each.
The four patterned rugs are also valuable (a further Intelligence/History or Investigation check, DC:15), having been woven by master craftsmen in distant foreign lands. There are four rugs, each 5’ wide and 10’ long. Each rug is quite cumbersome, weighing a full 40 pounds when rolled, and difficult to transport without either two adults or a cart, or some other magical means. Each carpet is another 500 gold pieces each to the right buyer.
The placard below the “golden horse” reads “Concorde – Brave steed and trustworthy companion.” It is up to the individual DM as to whether or not they wish to insert a legend about Concorde. This could be a further opportunity to insert campaign lore, or it may just be a red herring. In any regard, this room will remain a simple art gallery unless anyone removes a painting or rug from their place, or harms the statue.
For the purposes of “harming the statue,” that also includes trying to steal the gold plating from it or vandalizing it in any manner. Just in case that becomes a reality, the gold plating on the outside of the Stone Golem is worth another 2,000 gold pieces if removed carefully. The value drops by 100 for every point of damage inflicted by magical fire or magical acid, as the gold will either melt or chemically alter.
Should any member of the group attempt any of the above, the Stone Golem will activate and will attack the vandals and thieves. For those not wishing to deal with a charging gold horse, dropping the treasures and running away is their only chance. The Golem will pursue them for as long as they possess any such treasures, or until destroyed.
Monsters: Stone Golem
Treasure: Plenty, depending on the greed or skill of the player characters. Paintings (8) – 1,000gp each, rugs (4) – 500 gp each, Gold plating – 2,000 gp unless damaged by fire or acid (see above).
Complications: Golems of all kinds are challenging monsters to combat, and would be the first of any and all problems associated with stealing these treasures. Golems are guardians created by powerful figures. Powerful figures who have a Golem made in the form of a prized stallion might take offense to having the prized tribute defaced or destroyed, and would certainly look unfavorably upon having family portraits and other heirlooms taken. This may create another villain for the player characters if they haven’t already earned the antipathy of such a figure or figures. Player characters who flee from this encounter with any treasure they could steal will have this Golem in pursuit of them until they return the treasure. That itself may create a series of problems or encounters the players did not count on.
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