“The Eyes Have It”- Out of The Box D&D Encounters #15
August 12, 2016
Introduction:
Something that gets overlooked often are the relationships between monsters that exist naturally, and without “homebrew” input from a DM. Using these relationships can be used to justify other interactions that can create a chain of encounters that are not only logical, but generate a build in excitement. Intellect Devourers and Illithids, Orcs and Ettins, Goblins, and Worgs…all are existing relationships where you can hint at what comes next and then scale up the danger. Even seeing one may not necessarily lead to another, but even the hint that it might could lead to some great tension or scene building.
“The Eyes Have It” is one such case. It takes something relatively easy to deal with by remaining calm, a Gas Spore, and uses the existing flavour text in the Monster Manual to tie it in with Beholders. However, as Beholders are a top tier monster than many not be ready for, and Gas Spores generate from dead Beholders, a Zombie Beholder is not only fitting, but could be reasonable. What if the Gas Spores are not only the reason for the Beholder dying in the first place, but then spawn from it? Add in an undying will, and you have a great dual encounter.
Environment: Cavern/Underdark/Dungeon
Suggested level: 5-6
Whether as part of a wilderness, Underdark, or existing dungeon exploration, the players will discover a cavern entrance that seems to have been dug away, and not natural. Tool marks and signs of excavation will mark a long, twisting tunnel that travels at least 100’, generally 5’ side, and about 7’ tall. A Dwarf with Stone Cunning, or someone proficient in Mining (Investigation DC 10) will note that the tunnel descends slightly. As the tunnel progresses, tiny fungi will start to appear at the mid point, growing off most surfaces. The further along the players travel, the larger the mushrooms get, becoming varied in colour and many of which are faintly bioluminescent. The whole tunnel will take on a dim light in a variety of colours. Upon reaching the end of this twisting tunnel, the rough digging will appear to have broken into a large constructed chamber, circular in shape with a domed roof. The entire area is filled with massive mushrooms and other fungi, as if the area were a secret mushroom forest or garden. The room initially appears to have no exit other than what the players of entered by, and is around 100’ in diameter, with a domed roof reaching to 40’ at it’s apex.
The area is densely “forested”, counting as “difficult terrain” for movement. Players can hack through the fungi easier than wood, but because the mushrooms are damp, they do not easily burn. Additionally, creatures in the fungal garden are considered “obscured” for visual purposes. To make the mechanics easy for clearing the area, give the mushrooms Vulnerability to Slashing weapons for clearing them, and Resistance to Fire. Taking an action to just clear and area might remove 5’x5’ of “obscurement”, but the area will still be “difficult terrain” for movement because fo the debris unless the players then take the time to remove the debris back up the entrance tunnel.
The mushroom garden is populated with a variety of fungi in many shapes and sizes; some of which are quite massive. The whole area is dimly lit by bio-luminescence and casts odd shadows while clouds of glowing spores move about harmlessly.
But the players are not alone.
If you wish to make the players roll a Perception roll, do so, but it’s easier to build tension by claiming to use their Passive Perception. By whatever means, the players (Or better yet only one or two) will see some odd shapes moving through the forest of mushrooms. At first shadows only, but silently, eerily, they will see what at first looks like a large 6’ diameter orb hovering though the garden just out of sight…
If they choose to investigate further, they might notice that it has what appear to be tentacles or eyestalks sprouting from the top. Lit in flashes by spores or glowing fungi, they will see flashes of pink or purple coloring of this mysterious beast.
Only by getting really close (say, within 20’) can the players get a better look at “the beast”. A successful Intelligence/Nature check (DC:15) will determine that this beast is a Gas Spore, and not a Beholder. Otherwise, feel free to play up the “monster in the bushes” drama.
Furthermore, as they explore this domed garden, they may notice that this inhabitant is not the lone occupant. There are two. A successful Nature (or even Arcana) check (DC:18) will remind the truly sage among the players that Beholders are solo creatures and do not share their lairs with others of their kind.
If the players ignore these wandering fungal imposters, they could potentially explore the remainder of this chamber unmolested. Doing so *might* reveal the exit on the far side of the chamber which has been overgrown by a thick tangle of tough mushrooms (Investigation/Perception DC:17, and only when right on top of where this exit is).
Attacking any Gas Spore might expose any and all nearby players to it’s poisonous spores, and their fatal effects. However, this has an added side effect for those who can successfully survive the spores. Gas Spores are born upon dead beholders, and absorb some of their memories. Survivors of the spores have a random chance to learn a memory.
01-50 – Know the exact location of the hidden entrance behind the tangled mushroom patch.
51-80 – Know that another chamber exists beyond this one…somewhere.
81-95 – The miners who found this chamber did not survive.
96-100 – Somewhere, there’s a dais with a hidden compartment. Treasure?
If the party finds the second exit, it will reveal a 10’ wide, 10’ high hallway with an arched ceiling. The inside of which is also covered in fungi, although these are strangely not bioluminescent. As the reach the end of the hallway, they will enter into another 100’ diameter circular room with another 40’ tall domed ceiling. A 20’ diameter dais sits in the center of the room, rising by two steps to a height of 5’. Spaced equidistantly from each other, as well as being 10’ from the dais are four stone columns that rise to the ceiling. The room seems strangely clear of fungus, but there is one pile of fine gray dust next to a shovel right inside the entrance to this room.
Hovering over the dais is a grayish-pink spherical creature. It possesses one milky white central eye, and what looks like several eye stalks on top of it’s head. A few eye stalks have seemingly either broken or rotted off their bases. Open sores sprouting tiny pink and purple mushrooms litter it’s flesh, and a massive mouth filled with blackening but still sharp teeth fill it’s gaping mouth. It slowly rotates to bring it’s gaze upon you….
This combat could be straight forward, as you are dealing with an undead. However, if the players wish to maximize their defenses, hiding behind a column when in ranged combat with the Zombie Beholder should count as 25% cover.
Should they defeat the beast, an Investigation (DC 18) will reveal a hidden compartment in the top which hides a leather haversack. Anyone whom was attacked and survived the spores, as well as rolled the appropriate random memory from them, will roll only a DC:15 on this challenge, and will also gain Advantage on that roll.
Monsters:
Gas Spore (2) – As per Monster Manual, p. 138
Beholder Zombie – As per Monster Manual, p. 316
Treasure:
The leather container is actually a “Heward’s Handy Haversack.” It isn’t empty. It contains:
1000gp
2500sp
500cp
Elixir of Health
Complications:
There are a lot of complications, and they all span from the deadly abilities of all monsters considered. Those that are afflicted with the poisonous Gas Spores could potentially die, and thus the Elixir of Health. It’s important to consider whether or not the party has some ability to deal with poison, be it though the use of spells, other magical items, or a paladin’s Lay On Hands.
The Beholder Zombie will be using it’s eye rays randomly, but this might also lead to a deadly use of the Disintegrate Ray. This could either be harsh or hilarious, depending on the player at hand and the means by which it happens.
The intent of this encounter is to showcase the relationship between two monsters, perhaps in a fun way – not to kill the party. Keep in mind that the Beholder is a Zombie. It will not be a tactical genius and will be subject to random choice with regard to the eye rays.
Until Next Time, Stay Nerdy!
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