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The Canyon Run

The Canyon Run

Level 7 Encounter

Introduction

So far on DailyEncounter I have posted an encounter based on a scene from a TV show (Double Take), an encounter based on a scene from a book (Statues of Grellenwood) and so I thought I should post an encounter based on a scene from a film. So here is my attempt at recreating the Attack on the Death Star in 4E D&D. I imagine this has been done many times before in D&D, but here is my take on it.

While I have tried to get the maths right on this encounter, I haven’t actually run the enocunter myself yet.

Background

The Birthmoon river – usually a raging torrent of an inexhaustible supply of water – has dried up. Investigations by some villagers have revealed that upstream some Goblins are using an arcane portal to divert the river somewhere else. The villagers of Grellenwood have asked the adventurers to destroy the portal so the river can run again. The portal is held in place by an orb. The orb is unprotected. The water is required by the Goblin tribe for nefarious purposes and so is heavily defended by Goblins riding Drakes as well as Goblin archers on the sides of the river banks.

The PCs can use the Bestial Statues with 4 wings (yes, I really am that cheesy!) fromto fly down the dry river bank towards the orb to destroy it. If the PCs wrk out some other way of doing it then great! I love it when players outwit me.

Running the Encounter

Map of Encounter Area

Scene Features

River (blue squares) The river is being sucked into a portal generated by the orb. It is an odd sight, the river rages south, but suddenly disappears.
Dried up River (brown squares): To help recreate the feel of the scene, any PC that spends a turn above the river bed and ends their move closer to the orb, gains a cumulative +2 bonus to the Attack roll against the orb.
Orb (O): The defences of the Orb are all 35 and it has 1HP. Critical Hit rules do not apply to the Orb.
The Portal (line between the river and the dried up river bed): The portal transports the water elsewhere. The portal is dependent on the orb. Once he orb is destroyed, the portal disappears and the water resumes flowing down the river. The sheer force of the water crushes anything or anyone in its path, killing creatures that are stood on the river bed.
Banks of the river (green squares): The top of the banks of the river are 20 foot higher than the floor of the dried up river. Due to the moisture and sharp angle of the bank, it takes a hard Athletics check to climb up the banks of the river (although if the check is successful, the player can move up the bank at normal speed – i.e. it takes 4 squares of movement to reach the top from the bottom).

Enemies

The following enemies are in this encounter:

  • 1 Goblin Leader (not pictured)
  • 4 Goblin Riders (not pictured)
  • 12 Goblin Archers (A)
  • 2 Goblin Hexers (H)

The Goblins that are riding the drakes (Goblin Riders and the Goblin Leader) will appear in the PC Start Area on their initiaitve on round 2. The Goblins that are riding Drakes will try and attack whoever is closest to them. The Goblin Hexers will try and and knock back the PCs at every opportunity they get. Once a hexer starts taking damage, it will order its Goblin allies to get close so that it can deflect attacks onto them. When the orb is destroyed the Goblins will flee.

Goblin Archer
Medium natural humanoid
Level 4 Minion Artillery
44 XP
HP 1 Initiative +3
AC 20; Fort 18; Ref 18; Will 18 Perception +4
Speed 6 low-light vision
Standard Actions
Longbow (Weapon) ♦ At-Will
Attack: +10 vs AC
Hit: 5 damage
Str: 14 (+4)
Con: 15 (+4)
Dex: 19 (+6)
Int: 11 (+2)
Wis: 14 (+4)
Cha: 10 (+2)
Alignment Unaligned

 

Goblin Hexer
Small natural humanoid
Level 5 Controller
200 XP
HP 70; Bloodied 35 Initiative +4
AC 20; Fort 18; Ref 18; Will 18 Perception +3
Speed 6 low-light vision
Standard Actions
Thunder Strike (Weapon) ♦ At-Will (basic attack)
Attack: Ranged 10; +10 vs AC
Hit: 1d6 +3 Thunder damage.
Lightning Flash ♦ At-Will
Attack: Ranged 10; +10 vs Fortitude
Hit:1d8 +3 damage, and the target is blinded (save ends).
Force Wave ♦ Encounter
Attack: Area Burst 3 within 10 (all creatures); +9 vs Fortitude
Hit:2d6 +3 damage and the target is pushed 8 squares.
Triggered Actions
Lead from the Rear ♦ At-Will
Trigger (immediate interrupt): when targeted by a ranged attack
The goblin hexer can change the attack’s target to an adjacent ally of its level or lower.
Str: 10 (+2)
Con: 14 (+4)
Dex: 15 (+4)
Int: 9 (+1)
Wis: 13 (+3)
Cha: 18 (+6)
Alignment Unaligned

 

Goblin Rider
Medium natural magical beast
Level 6 Artillery
250 XP
HP 52; Bloodied 26 Initiative +3
AC 19; Fort 18; Ref 20; Will 15 Perception +3
Speed 5 squares (fly)
Traits
Shifty Flight
When flying away from another flying creature, the Drake and Goblin Rider do not provoke opportunity attacks.
Standard Actions
Drake Claws (Necrotic) ♦ At-Will
Attack: Melee 1; +9 vs Reflex
Hit: 2d6+7 damage
Drake Shriek ♦ Encounter
Attack: Close Blast 5; +10 vs Will
Hit: 2d6+3 thunder damage and the target takes a -2 penalty to attack rolls and saving throws (save ends).
Goblin Longbow ♦ At-Will
Attack: Ranged 10; +11 vs AC
Hit:1d10+5 damage
Str: 14 (+5)
Con: 10 (+3)
Dex: 15 (+5)
Int: 15 (+5)
Wis: 12 (+4)
Cha: 8 (+2)
Alignment Unaligned

 

Goblin Leader
Medium natural magical beast
Level 7 Brute
250 XP
HP 92; Bloodied 46 Initiative +3
AC 20; Fort 21; Ref 18; Will 21 Perception +3
Speed 5 squares (fly)
Traits
Shifty Flight
When flying away from another flying creature, the Drake and Goblin Rider do not provoke opportunity attacks.
Standard Actions
Drake Claws (Necrotic) ♦ At-Will
Attack: Melee 1; +9 vs Reflex
Hit: 2d8+6 necrotic damage
Force Blast ♦ At-will
Attack: Close Burst 3; +10 vs Reflex
Hit: 2d6+4 Force damage and the target grants combat advantage until the end of its next turn.
Force Vacuum (Force) ♦ Recharges on 5-6
Attack: Close Burst 5; +10 vs Reflex
Hit:2d6+4 force damage and the target is pulled 5 squares and is slowed until the end of its next turn.
Str: 14 (+5)
Con: 12 (+4)
Dex: 12 (+4)
Int: 12 (+4)
Wis: 12 (+4)
Cha: 8 (+2)
Alignment Unaligned

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