The Dungeon Master's Vault

Protected DM Tools, Replayable Campaign Modules, Prep Packs & World Reference

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DM Vault & Campaign Tools — Protected area. Novel Chapters

DM Vault · Solo Play · Reference

Combat encounters (Book 1)

Resolve with your open D&D rules (or a simplified single-player procedure). Ids match Combat: \id\` directives in book-01-the-road-to-ethium.md`.

Combat encounters (Book 1)

Resolve with your open D&D rules (or a simplified single-player procedure).
Ids match **Combat:** \id“ Deadly relative to a low-level party).

IdNameFoes (sketch)DifficultyNotes
goblin-road-ambush scimitars)MediumFake-gold lure; Loki can warn before surprise
goblin-dice-fightWest cave passage2 goblin warriorsEasy–MediumArguing over bone dice; Nibbles may sneak
goblin-boss-cavernGreat cavernGoblin boss + 2 warriors + Ratbag (giant rat)HardMara in cage; Loki vs Ratbag is flavourful
blue-moon-brawlTavern brawl4–6 Hammer thugsMediumNon-lethal preferred; patrons may help
manor-cellar-guardsFirst cellar3 Hammer thugsEasy–MediumCamp clutter, crates as cover
rulden-chamberRulden’s hallRulden (mage) + swordsman + plated fighter + 1–2 thugsHardGreen magic vs Thorn’s shield
manor-tomb-skeletonsFamily tomb4 skeletonsMediumSleep fails on undead
river-wolvesNight camp3–4 wolvesMediumOften on Derek’s watch
axe-beak-herdBurial mounds3–5 axe beaksHardSleep can drop some
waterfall-climbBehind the fallsGoblin archers + 2 bugbearsHardSplit party = two mini-fights
tower-camp-ambushTower approachHammer archers + thugs (1 hooded runner)MediumClimbing gear as loot
alcove-zombiesStair sludge3 zombie adventurersMediumTriggered by the shiny axe
garnel-rescue fire bolt) after round 1
ethium-pool-wizardPool chamberUndead Ethium wizard + 2 zombiesDeadlyBoss; Nibbles at risk of going down

Defeat handling

Unless a passage says otherwise, defeat means turn to a failure ending (e.g. 110 / 111) or a softer “captured / driven off” passage if you prefer low-lethality play for younger players.