Combat — The Entry Warrens
CombatArea O1 — The Entry Warrens
The tunnel ceiling has collapsed in three places, forcing the party to crawl through bone-choked gaps. The air smells of rust and old blood. As the party navigates the warrens, they disturb three Bone Scavengers (Creature 3)—ravenous beasts that have fed on the ossuary's dead for decades, now mutated by the tear's energy. Two Cultist Lookouts (Creature 2) watch from a ledge overhead, ready to harass intruders or slip away.
Tactical Features & Environment
- Difficult Terrain (Bone Piles): The floor is covered in shifting, brittle skeletal remains. Squares containing bone piles are difficult terrain (moving into a square of difficult terrain costs 5 extra feet of movement).
- Unstable Ceiling (Environmental Hazard): The fractured ceiling in this area is precarious. Sonic or thunder spells (such as sound burst), firearm blasts, or a critical hit against a wall or the ceiling triggers a localized cave-in in a 10-foot radius beneath the disruption:
- Trigger: Loud sonic/thunder effects, firearm usage, or a critical hit against the environment.
- Effect: Falling rubble deals 2d6 bludgeoning damage to all creatures in the area (DC 18 Reflex save). On a critical failure, a creature takes double damage and is pinned under the debris (becoming grabbed and off-guard until they succeed at a DC 18 Athletics check to Escape).
- Sentry Behavior (Cultist Lookouts): The two Cultist Lookouts occupy a 10-foot-high stone ledge overlooking the central chamber, gaining cover (+2 circumstance bonus to AC) against targets below:
- Tactics: If the party is struggling or split, they rain alchemist's fire down on the backline. If two or more Bone Scavengers are slain, or if a hero uses Warn the Shrine, one lookout immediately attempts to flee toward Area O3 to warn Brother Alms, while the other covers the retreat.
- Stealth & Perception: The lookouts use Stealth DC 18 to stay hidden before initiative is rolled. A character who succeeds at a DC 18 Perception check notices them lurking on the ledge before the ambush begins.
Encounter Budget (Moderate 4)
This encounter features 3× Bone Scavengers (45 XP total) and 2× Cultist Lookouts (24 XP total) for a total of 69 XP—a standard Moderate encounter for a 4th-level party (budget: 80 XP).
BONE SCAVENGER CREATURE 3
[UNCOMMON] [MEDIUM] [BEAST] [MUTANT]
A ravenous, ossified carrion-eater twisted by lingering veil-energy near burial grounds.
Perception +9; low-light vision, scent (imprecise) 30 feet
Languages none
Skills Acrobatics +9, Athletics +10, Stealth +9 (+11 in ossuaries or rubble)
Str +3, Dex +2, Con +3, Int -4, Wis +2, Cha -2
AC 19 (calcified hide); Fort +10, Ref +9, Will +7
HP 45; Resistances piercing 5, slashing 3
Speed 35 feet, burrow 10 feet
Melee ◆ Crushing Jaws +11, Damage 1d10+5 piercing plus Grab.
Melee ◆ Bone Claws +11 (agile), Damage 1d6+5 slashing.
Bone Spitter ◆◆ (range increment 30 feet)
The scavenger regurgitates sharp calcified shrapnel at a creature within range (+10 ranged attack). On a hit, the target takes 2d6+3 piercing damage and must succeed at a DC 19 Fortitude save or take 1 persistent bleed damage.
Carrion Crunch ◆ (Requirements: target is off-guard or grabbed by the Bone Scavenger)
The Bone Scavenger bites deeply into a vulnerable target, dealing 2d8+5 piercing damage (DC 20 Fortitude save for half damage). If the target fails, it becomes sickened 1 from the foul decay coating the creature's fangs.
CULTIST LOOKOUT CREATURE 2
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A skittish sentry keeping watch near the ossuary, trained to raise alarms and harass intruders from high perches.
Perception +9; low-light vision
Languages Common
Skills Acrobatics +8, Perception +9, Stealth +8, Thievery +6
Str +1, Dex +4, Con +1, Int +0, Wis +3, Cha +0
AC 18 (leather armor); Fort +6, Ref +10, Will +7
HP 28
Nimble Dodge ▯ (reaction)
Trigger: A creature targets the lookout with an attack and the lookout can see the attacker.
Effect: The lookout gains a +2 circumstance bonus to AC against the triggering attack.
Speed 25 feet, climb 15 feet
Melee ◆ Shortsword +10 (agile, finesse, versatile S), Damage 1d6+3 piercing.
Ranged ◆ Light Crossbow +10 (range increment 80 feet, reload 1), Damage 1d8+1 piercing.
Warn the Shrine ◆ (auditory)
The lookout blows a harsh horn signal or calls out a shrill warning. All allies within 60 feet who can hear the warning gain a +1 status bonus to Initiative rolls, and any off-guard condition applied to them from being surprised is removed immediately.
Skirmish Strike ◆
The lookout either Steps and then Strikes, or Strikes and then Steps.