Tome of Horrors 2020 - Instant Encounters 3
Tome of Horrors 2020 - Instant Encounters 3
Tome of Horrors 2020 - Instant Encounters 3
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Table of Contents
Tanked!.........................................................................................
!.........................................................................................33
Estril’s Menagerie. .................................................................................. 3
The Tank................................................................................................. 3
Eye of the Deep...................................................................................... 3
Tide Pools of Death.......................................................................
.......................................................................44
Introduction............................................................................................ 4
Interrupted Sleep. ................................................................................... 4
The Wrecked Skiff................................................................................... 4
Brine Zombie.......................................................................................... 4
Clearing of the Iron Cobras...........................................................
...........................................................66
The Death of Heinrich Ritterfell.............................................................. 6
The First Cobra....................................................................................... 6
The Second Cobra.................................................................................... 6
The Third Cobra. ..................................................................................... 6
Iron Cobra. ........................................................................................... 6
This one-sheet adventure is intended for a party of 2-6 characters of Tier 2. It can Eye of the Deep
be used whenever the characters are in or near the surface of the ocean, even if they are
just standing on the beach. Any mix of characters will serve well, but they should have Medium aberration, lawful evil
easy means of breathing underwater or you are just killing them for your own twisted
amusement. Armor Class 14 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 5 ft., swim 20 ft.
Estril’s Menagerie
The mad cloud giant Estril maintains an aquatic menagerie on in her cloud STR DEX CON INT WIS CHA
castle. She keeps the water fresh and brings in fish to feed her pets through the use of
teleportation rings in the roof of the gigantic aquariums. The characters are caught in one 14 (+2) 10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1)
of these periodic tank cleanings/ food gatherings and are sucked through and deposited
on the sand of the rapidly refilling aquarium.
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
The Tank Languages Aquan, Common, Deep Speech
The aquarium is formed from steeled glass and measures 100 by 100 by 100 ft., Challenge 5 (1,800 XP)
making it over 7 million gallons of water. The teleportation circle is in the ceiling and
can be accessed once the tank is filled, but is a one-way circle. The floor is covered in Amphibious. The eye of the deep can breathe in both air and water.
sand, shells, rocks, and kelp. Fish of all sorts swim around, but of note there are hunter Flyby. The eye of the deep doesn’t provoke an opportunity attack when it
sharks, reef sharks, and a small swarm of quippers. Giant ghost shrimp (treat as giant flies out of an enemy’s reach.
crabs, but with half HD) keep the tank clean. Hyper-Awareness. An eye of the deep’s eye stalks allow it to see in all
directions at once. It cannot be surprised.
Stun Cone. An eye of the deep’s central eye produces a cone extending
Mount Bubbles straight ahead from its front to a range of 30 feet. At the start of each
of its turns, the eye of the deep decides which way the cone faces and
whether the cone is active. All creatures in this area must succeed on a
The highest pinnacle of rocks in the tank towers up 90 feet, almost to the top of the DC 15 Constitution saving throw or be stunned for 1 minute. A creature
tank. Inside there are two ten foot diameter planar portals, one connects to the Plane of can repeat the saving throw at the end of each of its turns, ending the
Air, the other to the Plane of Fire. A complex series of ducts (each 5 foot in diameter) effect on itself on a success.
cycle water though the mount and past these portals, this both heating and aerating it.
Brass meshes cover the entrances to these ducts (can be broken open with a successful
DC 18 Athletics (Strength) check). Actions
Multiattack. The eye of the deep makes three attacks: one with its bite and
two with its pincers.
The Castle Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2)
piercing damage.
In the center of the tank is a 60 foot tall life size model of a fairy castle, complete Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2)
with pennants, gate, and battlements. This is the lair of an eye of the deep. Inside there is bludgeoning damage. The target is grappled (escape DC 12) if the eye of
a small treasure chest that holds, nothing. It is a decoration. the deep isn’t already grappling a creature, and the target is restrained
until the grapple ends.
Eye Rays. Each of the creature’s eyes stalks can produce a magical ray once
Eye of the Deep per round. The creature can aim both of its eye rays in any direction
and they have a range of 150 feet.
This creature is a 5-foot wide orb dominated by a central eye and large serrated Paralytic Ray. Using its left eye, the eye of the deep unleashes a powerful
mouth. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two paralytic beam. The target must make a DC 15 Wisdom saving throw
large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from or be paralyzed for 1 minute. A creature can repeat the saving throw at
the top of its orb. the end of each of its turns, ending the effect on itself on a success.
Eyes of the deep are found only in the deepest parts of the ocean, though on occasion Enfeeblement Ray. Using its right eye, the eye of the deep unleashes a
one moves too close to the shoreline and ends up beached on the sands. An eye of the powerful ray of enfeeblement. The target must make a DC 15 Wisdom
deep stranded in this manner dies in 2d4 minutes unless placed back into the water. saving throw or deal half damage with all attacks that use Strength for
An eye of the deep floats slowly through the oceans searching for its prey. It attacks 1 minute. A creature can repeat the saving throw at the end of each of
using its eye rays; then it grasps an opponent with its pincers and subjects the victim to its its turns, ending the effect on itself on a success.
bite attack. An eye of the deep’s pincers are considered to be primary attacks. Major Image. The eye of the deep concentrates its eye rays together to
project a major image illusion. The illusion is generated at any point
within range and in the eye of the deep’s line of sight. Seeing through
the illusion requires a successful DC 15 Intelligence (Investigation)
check.
I n s ta n t E n co u n t e rs Vo l . 3 |3
Tide Pools of Death
Tide Pools of Death one-sheet can take place anytime the party is camping near the
ocean’s edge. It is designed for a party of 4-6 characters of Tier 1. No specific mix of
The Wrecked Skiff
characters is needed, though someone who can track or swim will be helpful. After the attack it should not be too hard to follow the brine zombies’ tracks, at least for
a little ways. They drag and shuffle a bit, and thus leave long furrows in the sand. However,
these furrows lead to a rocky portion of the beach with high cliffs. The tidal pools are a
Introduction poor surface footprints, but the tracks can be followed with a successful DC 15 Wisdom
(Survival) check. They lead to a narrow sea cave entrance from which spars and other
A few years ago Silas Hawthgrow and his crew of smugglers off loaded a small fortune wreckage peaks out. Glints of metal can be seen from behind the wreckage, as well as the
in illicit goods from the pirate ship Lost Fools. It was a dark moonless night and the crew moans and movement of more brine zombies.
struggled against an ebbing tide to bring their skiff in to their landing point in a hidden The cave is partially flooded up to the dashed line to a depth of three feet, and is sex
cove. They failed and ended up on the rocks. While awaiting the return of the tide, a sudden feet deep beyond. The tide is coming in and the entire cave will flood in 1d10+ 5 rounds.
squall caught the skiff and drove it into a small sea cave. Silas and his crew died, but their There are eight brine zombies in the sea cave behind the wreckage. They are angry and want
sudden death committing in the course of committing a crime turned their corpses in to nothing more than to kill and drown the living. Five of these are towards the front of the
brine zombies. cave, but three lurk on the ledges at A, B, and C. The lurkers wait to dive down on any who
come underneath them, even if the fight should be over. The brine zombies do not act in a
coordinated manner, however some of their latent memories of being crewmates remains and
Interrupted Sleep thus they do not fight entirely independently. They will certainly gang up on their foes, as
opposed to each taking on a single opponent.
During the first watch, that is from around ten pm to midnight, several shambling, bloated A scattering of 40 gp, 143 sp, and 65 cp lie in the bottom of the sea cave. Amongst the
shapes can be spotted approaching the campsite. These are a number of brine zombies equal wreckage of the skiff are several barrels of broken crockery, but on barrel contains six bottles
to the number of characters +1. The zombies amble along at their usual shuffle, giving the of expensive wine packed in sodden straw (they will go for 15 gp each to the right buyer).
characters time to awake and arm (but it should be noted that it is unlikely anyone has
recovered their spells, HP, or HD from a long rest yet). Anyone who normally wears armor
will only have about a minute to don it, not enough time for the more heavily armored
fighters. Zombie, Brine
During the attack the brine zombies will attempt to first cut down characters with their
scimitars and then drag any who have fallen into the surf. They are rather mindless in their This creature appears as a rotting humanoid dressed in tattered and ragged clothing.
attack, wanting to drown as many as they can as opposed to fighting as a unit or protecting Its semi-bloated body glistens from the slimy mixture of water and seaweed that hangs
themselves. The fight should be short and panicky; this is an attack at night by unknown from its form. The creature’s rotting flesh is blue-green in color. No semblance of life burns
assailants, make good use of penalties for poor light. in its eyes.
Brine zombies are the remnants of a ship’s crew that has perished at sea. They are
mindless creatures, not very pleasant to look at, and relentless in their attacks on the living.
The spark of evil that brought them back from the ocean depths drives them to seek the
living so they may join them in their watery graves. Brine zombies appear much as they
did in life.
Brine zombies attack an opponent with their cutlasses or fists in melee. If a brine zombie
successfully grabs an opponent, it dives overboard and attempts to drown the victim by
pinning its adversary underwater.
Brine Zombie
Medium undead, neutral evil
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. one
target. Hit: 9 (2d6 + 2) bludgeoning damage.
Iron Cobra
Small construct, neutral
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +
2) piercing damage, and the target must make a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage on a failed saving throw,
or half as much damage on a successful one.
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Did your players finish your planned adventure an hour
early? Do you need a quick transition scenario to bring
the characters up a level before moving on? Tome of
Horrors 2020 Instant Encounters are micro-adventures
perfect for those need-it-quick situations that always
seem to appear. All of them contain the illustrations and
stats for the monster featured in the scenario, and many
of them have maps as well.
Always roll a 20 on your Charisma (Gamemaster) saving
throws!
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