Encounter: Call of the River Encounter

Setting:
The party is traveling along a winding riverbank in a forested region, either en route to a nearby village or following a path through the woods. The river is calm and wide, with shallow pools and small waterfalls. It’s a peaceful day, with birds singing overhead and the gentle rush of water. The forest canopy creates dappled sunlight across the path, adding to the serene atmosphere.

Description:
As the party makes their way along the river, they hear a faint, melodic voice carried on the wind. At first, it seems like the song of the river itself, but soon it becomes clear that someone—or something—is calling out for help.

Following the voice leads the party to a bend in the river where the water pools in a small clearing. At the edge of the pool, a figure, partly submerged in the water, is waving frantically. The figure is a merfolk, desperately trying to free themselves from a large, twisted mass of underwater vines and weeds. A dark shadow lurks beneath the water—a dangerous giant crocodile that is circling its prey.

The merfolk’s shimmering tail glistens under the sunlight, and they call out to the party in a desperate but melodic voice:
“Please, I beg you! Help me escape this trap before the beast devours me!”

Encounter Elements:

  • Merfolk (Friendly NPC):
    HP: 11 (2d8+2)
    AC: 12
    The merfolk offers no direct combat assistance but can provide rewards or information if saved. They are bound and unable to move due to the enchanted water weeds.
  • Giant Crocodile (CR 2 Monster):
    HP: 85 (9d10+36)
    AC: 14
    The crocodile is lurking under the water, waiting for the perfect moment to strike the merfolk or any approaching adventurer.

Complications:

  1. Trapped by Vines: The merfolk is restrained by enchanted underwater vines, which require a successful DC 13 Strength (Athletics) check to cut through, or Dispel Magic to free them. Alternatively, a character with water-breathing abilities can dive down and untangle the vines over the course of 1d4 rounds.
  2. Ambush: As the party approaches the pool to help the merfolk, the crocodile will surface and attempt to ambush one of the adventurers standing closest to the water.
  3. Strong Currents: The party may notice that the currents near the trapped merfolk are unnaturally strong, requiring DC 12 Strength (Athletics) checks to avoid being pulled underwater while they attempt to free the NPC.

Outcome & Rewards:

  • Success:
    If the party manages to rescue the merfolk and defeat the crocodile, the grateful creature grants them a boon in the form of one free use of Water Breathing for the entire party together (usable once).
  • Failure or Retreat:
    Should the party fail to save the merfolk or choose to retreat, the creature is devoured by the crocodile. The party may still face combat but loses the chance to gain the merfolk’s reward or future favors.

Hooks for Future Adventures:

  • The merfolk mentions an underwater kingdom in trouble, hinting at future quests involving aquatic adventures or elemental water-themed enemies.
  • If the party fails to save the merfolk, they could later hear of strange disturbances in the river, suggesting that something darker is taking control of the waters nearby, leading to a larger arc involving river spirits or fey.

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