Troll Bridge Ambush (5e Encounter)

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Troll Bridge Ambush[edit]

Encounter Level 8

Use this encounter for PC's traversing a river through the wood, nearby a city, town or village. This can serve as an additional encounter in any adventure you are currently running.

Read the following text to your characters (you can change it to fit your adventure).

A clear river crosses the woodlands, were the water flows violently under a stone bridge, ending in a waterfall. This thick stone bridge is and old construction, but still stand firmly against the passage of time.

Setting up The Encounter[edit]

The players approach the bridge through the path to the right of the map. Any character with a passive Wisdom (Perception) of 20 or higher should notice a figure hiding in a niche below the bridge.

The bridge has 20 feet width and 120 feet length.

A player that chooses to ask for a Wisdom (Perception) check to specifically look for anything strange in the bridge will notice the troll with a 15 or higher. A Wisdom (Survival) check against a DC of 15 will reveal giant footsteps outside the road. But don't ask for the players to make either of those checks, this should come from their own diligence.

If the players don't notice the troll, ask them to position their characters in their marching order on top of the bridge, in the middle. The troll will be positioned on the area marked T on the bridge, and the goblins will jump from the woods and take position on the areas marked G.

Starting the Encounter[edit]

Before asking for the characters to roll for initiative, the troll will talk with the players, saying the following:

My bridge, you can't pass! Can't pass my bridge! Must pay first, pay gold or die!"

The leader of the goblins complete:

You've heard the big guy, he will eat you all, unless you pay us. You seem to have enough gold on you, pay 15 gold each or we'll take it from you.

If the players pay the fee, no combat happens and the goblins open passage for the players. The trolls seems annoyed of letting them pass, but he will obey the goblin leader.

Enemies[edit]

Bridge Troll

The bridge troll has the same statistics of a regular troll, but with the following differences: whenever the Bridge Troll hits a creature, that creature must succeed on a DC 15 Strength saving throw, or is pushed 10 feet towards the direction of the river.

Goblins

These goblins are stronger and sturdier than the average. They have 14 hit points, + 6 to the attacks and +2 in all Saving Throws.

Goblin Boss

The goblin boss is stronger and sturdier than the normal. He has 42 hit points, +6 on melee attacks and +4 on ranged attacks, and +2 on all saving throws.

He can also replace one of its attacks from the Multiattack trait to move additional 30 feet.

Enemy Tactics[edit]

Bridge Troll

As soon as its turn starts, the Troll will move towards the closest enemy who appears to be the stronger, and wear less armor. He also will always try to attack the target that is closest from the edge of the bridge, attempting to push them from it.

Goblins

The goblins will not approach, keeping only close enough to fire their shortbows against the players. One of the goblins will always be in movement reach from the boss. If the Goblins Boss die or tries to escape, the rest of the goblins take flight.

Goblin Boss

The goblin boss will use skirmishing tactics. He will approach one character, attack, disengage and retreat. One of the goblins will always be close enough from the boss so he can reach him after attacking in melee. If the DM uses flanking rules, the Goblin will attempt to flank any character attacked by the troll.

If the troll dies, the Goblin Boss attempt to escape.

Falling in the Water[edit]

Falling in the water may be dangerous for weaker or encumbered characters. A character who falls on the water falls 20 feet, taking 1d6 bludgeoning damage, and must make a DC 13 Strength (Athletics) check to avoid being dragged by the current.

To simplify, regardless of where they fall on the water, three consecutive failures on the check will result on the characters falling through the waterfall, taking 3d6 damage from the rocks below. Three consecutive successes allows them to escape to either margin of their choice.

Conclusion[edit]

After defeating the troll and the goblins (doesn't matter if the goblins flee or die), each player gain 675 XP.

If the players decide to search the location after the adventure, easily finding the goblin camp in the woods, finding 125 gp and 200 sp. They also find 1d6 gp with each goblin and 2d6 gp with the goblin boss, in addition to any gear they possess.

Adjusting the Difficulty[edit]

If the group has more than 4 players, add 3 goblins and 1 goblin boss for each player after the 4th. (up to six players).

If the group is of a higher level, add one troll, one goblin boss and two goblins for each level higher (up to 8th).

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