Market Attack (Phase 1 and 2)

by Cheesey093

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Market Attack

Market Attack


Party Level 4 to 5

Setting Overview:

The party is walking through a town and heads into a marketplace. The streets are bustling, and they can feel the lively energy as they walk through. They see someone trying to sell their rustic-looking furniture. They also see someone selling different books; some are romantic novels, while others are action novels.


As the party gets halfway through the market, they hear loud thuds as the ground shakes beneath them. They see an ogre walk towards them in full plate armor, their eyes dark crimson. Drool slowly dripping out of its mouth onto the shiny armor below. In its hand is a great club about the size of a large humanoid creature, and in the other is a metal chain.


The ogre lets out a roar as people panic, some running away and knocking others over, while others stay completely still, frozen by the shock. Arrows begin to rain down from a watchtower, but the ogre is unfazed, looking and staring at all the tiny creatures running away as he leaps into the market and begins attacking them.


Background Lore:

These are everyday markets that are always full of people before the shops' general opening time. They provide people with food, books, company, and everything they could need.


The ogre is not in full control; someone has poisoned the monster. It sees people running away and enjoys seeing their fear, but not as much enjoyment as seeing them crushed beneath his fury. He has become far more aggressive and is unfazed by pain; it will take significant damage to take the monster down.


Hooks:

Below are a few potential fun hooks you can use to add this to your campaign:

  1. Evil Plan: Whoever poisoned the ogre knew the players would be in the market and hoped it would kill them, solving their predicament.
  2. Unexpected Fight: The party has been safe in this town for a few days, but they got unlucky in the markets today.

Act 1: Unexpected Guest

As the party enjoys the markets and talks to people buying gear or spell scrolls and getting food, the ogre arrives.


Act 2: The Horror

Right before the players have time to react, they see this ogre jump into the markets, crushing two people under their weight as they slam their greatclub into a stall. The stall easily breaks under their weight, trapping the owner under the rubble and with a broken leg. The ogre is out of control and on a killing frenzy as it locks its eyes onto the players.


For the fight with the ogre, there are four phases:


Phase 1:

The ogre in this phase uses two weapons to deal most of their damage to the players and any civilians caught in the market. They use their greatclub and metal whip. The ogre is in an uncontrollable frenzy, attacking at random, so when DMing this, it is important to show that.


The ogre will have four tactical points, and it will use some of them to attack innocent civilians. Prompting players to try and save them to earn morale points, or focus on just quickly ending the monster.

Zi-Chin's Tip

For phase 1, when attacking civillians I suggest using at least two tactical points on them and 2 on the players.

Additionally, in Phase 1, the guard tower will attack at the end of the initiative round. The building's statblock is at the end of the document.

Phase transition:

At the end of Phase 1, the ogre throws the chain around the buildings and pulls himself towards it. With the extra boost and jump towards the guard’s tower, the ogre swings with all his might and momentum at the corner of the tower. The hit shakes the tower, and two guards fall from it as the others manage to stay inside, but the ground gives beneath them. The tower topples, and all the guards inside are either crushed to death or fall to their deaths.


The ogre has a grin on his face as he pulls his great club out of the rubble. The greatclub now has metal spikes and nails stuck in the weapon; his grin begins to become larger, seeing his new and improved great club.


Phase 2:

In the new phase, the ogre is more excited and starts using the environment to attack the players and his new great club. He throws poles as makeshift javelins, as well as throwing different types of stalls for them to dodge. Acting like a toddler who has found some new toys and is enjoying them thoroughly. They still have four tactical points, and the ogre is now targeting the players, wanting to have fun with the remaining people in the markets.


Act 3: Finally Dead

After fighting the ogre in an intense fight and seeing several people die in front of them it is now over. The party can finally rest, yet as they look around and see the blood and body parts, the broken stalls and crying families it is horrifying to see. The fight may be over, but the town will mourn this day for years to come. There have not been this many deaths for years now.

Appendix A: Map

Map 1.1: Ogre Encounter

(Market: Phase 1)

Map 1.2: Ogre Encounter

(Market: Phase 2)

Appendix B: Maps and Objects

Map 1.1: Ogre Encounter

(Market: Phase 1)

Interative Environment

The following examples are drawn from the maps on the previous pages and can be pointed out by the DM to encourage environmental interaction during combat.


Passive Objects:

  1. Tree: Creatures can hide in nearby trees or elevated locations to gain advantage on attack rolls against the ogre.

  2. Tables and Benches (Momentum Use): If a creature has at least 10 feet of run-up, it may jump from tables or benches to either: Gain +1d4 damage on a melee attack, or gain advantage on grappling the ogre.


Interactive Objects:

  1. Carpet (Action): The carpet can be used to wrap around the ogre, restraining or entangling it. If doing this with another creature gain advantage on grappling.

  2. Spices (Bonus Action): A creature can throw spices into the ogre’s eyes, it makes a DC 14 Con Save and if it fails it is blinded till the end of their next turn.

  3. Crates and Barrels (Action): A Barbarian or Fighter can throw nearby crates or barrels at the ogre, dealing 1d8 bludgeoning damage on a hit.

  4. Melted Cheese (Action): Melted cheese can be poured onto the ogre from above, if this happens the ogre makes a DC 14 Con save or is blinded. Takes 2 tactical points to remove the melted cheese.

  5. Alcohol (Action): Pouring large amounts of ale or wine onto the ogre causes it to become drunk and perform worse in combat. Ogre makes DC 12 Con save and if it fails it becomes poisoned. The DC becomes higher by for each action used to pour the alcohol down its throat.


Interactive Scenery: Intuitive Elements

  1. Scroll Shop: If the players cast an area-of-effect spell that damages the scroll tent, roll a d10. On a 9 or 10, several stored scrolls are destroyed and release unknown magical effects. If the damage dealt exceeds 10, increase the trigger range by 1 for every additional 10 damage dealt (for example, 25 damage triggers on an 8, 9, or 10). When triggered, 4 scrolls are destroyed; roll 4d100 and consult the Wild Magic table to determine the resulting effects.

Map 1.2: Ogre Encounter

(Market: Phase 2 and 3)

Interative Environment

The following examples are drawn from the maps on the previous pages and can be pointed out by the DM to encourage environmental interaction during combat.


Passive Objects:

  1. Rocky Rubble: -2 to Dex saves, standing up from prone takes an additional 5 ft. of movement.

  2. Slippery Wine: Half-damage effects from attacks will knock creatures prone.


Interactive Objects:

  1. Weapons (Action): Can use multiple weapons for different types of player combinations.

  2. Heated Weapons (Bonus Action / Action): Weapons can be heated in the bakery oven before use. As a Bonus Action, the next successful hit deals +1d4 fire damage. If a creature spends a full Action preparing the weapon, the next successful hit instead deals 1d8 fire damage.

  3. Egg Bowl (Bonus Action): A creature can throw a bowl of eggs at the ogre’s face, blinding it until the end of its next turn.

  4. Alcohol Barrels (Action): Broken barrels create slick terrain within 15 feet of the broken barrels. Any creature that enters or starts its turn in the area must succeed on a DC 12 Dexterity saving throw or fall prone.

  5. Squid Ink (Action): Smashing a basket of squids releases a cloud of ink, heavily obscuring the area. Use the Giant Squid ink cloud rules. A 20-foot-radius cloud of ink extends all around the squids. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

  6. Scalding Meat Soup (Action): A creature can throw scalding meat soup at the ogre, dealing 2d4 fire damage.


Interactive Scenery: Intuitive Elements

  1. Scroll Shop: If the players cast an area-of-effect spell that damages the scroll tent, roll a d10. On a 9 or 10, several stored scrolls are destroyed and release unknown magical effects. If the damage dealt exceeds 10, increase the trigger range by 1 for every additional 10 damage dealt (for example, 25 damage triggers on an 8, 9, or 10). When triggered, 4 scrolls are destroyed; roll 4d100 and consult the Wild Magic table to determine the resulting effects.

Appendix C: Stat Blocks


Ogre (Phase 1)

Large Giant, neutral evil


  • Armor Class 18 (Plate Armor)
  • Hit Points 50 (5d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 9 (-1) 7 (-2) 6 (-2)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Intimidation +1
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 6 (2,300 XP)

Traits

Brute. A melee weapon deals two extra die of its damage when the ogre hits with it (included in the attack).


Actions

Tactical Points. The ogre has 4 tactical points each turn.

Greatclub (1 TP). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 5) bludgeoning damage.

Metal Whip (1 TP). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d4 + 5) bludgeoning damage.

Throw (2 TP). Reach 20/60 ft., one target. DC 16 Dex save, on a failure take 15 (2d8+5) bludgeoning damage, and are knocked prone. On a success take half damage and are not knocked prone.

Uppercut (2 TP). Reach 5 ft., one target. DC 16 Str save, on a failure take 13 (2d6+5) bludgeoning damage, and are pushed 15 feet back in the direction of the attack. On a success take half damage and are pushed 5 feet back in the direction of the attack.

Duck (3 TP). The ogre swings the chain around himself, each creature within 15 ft. of the ogre must make a DC 16 Dex or Str save. On a failure take 13 (2d4+5) bludgeoning damage and are knocked prone. On a success take half damage and are not knocked prone.

Death Throe

When the ogre is taken down to zero hit points they destroy the watch tower. Any creature underneath the rubble must make a DC 14 Dex save, on a failure take 18 (3d10) damage and are knocked prone. On a success take no damage and are not knocked prone.

Players can attempt to grab any civillians caught under the rubble, however it makes the save harder to succeed on. They can take a maximum of two people and each person adds -2 to the roll.


Ogre (Phase 2)

Large Giant, neutral evil


  • Armor Class 12 (Hide Armor)
  • Hit Points 40 (4d10 + 160)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 9 (-1) 7 (-2) 6 (-2)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Intimidation +1
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 6 (2,300 XP)

Traits

Brute. A melee weapon deals one extra die of its damage when the ogre hits with it (included in the attack).


Actions

Tactical Points. The ogre has 4 tactical pointseach turn.

Greatclub (1 TP). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 5) bludgeoning damage and 6 (2d4) piercing damage.

Makeshift Javelins (1 TP). Melee Weapon Attack: If the ogre is within 5 ft. of the destroyed watch tower it can throw a makeshift javelin. +8 to hit, reach 30/120 ft., one target. Hit: 13 (2d6 + 5) piercing damage.

Thunderclap (2 TP). Reach 10/30 ft., one target. DC 14 Con save, on a failure take 13 (2d6+5) thunder damage, and are deafened. On a success take half damage and are not deafened.

Roar (2 TP). Reach 5/20 ft., one target. DC 14 Wis save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ogre's Roar for the next 24 hours.

Market Stall (3 TP). The ogre can throw a market stall, reach 20/60 ft. Any creature within the size of the stall must make a DC 16 Dex save. On a failure take 15 (2d8+5) bludgeoning damage and are knocked prone. On a success take half damage and are not knocked prone.


Archer Tower

Large Building (30 ft. tall)


Actions

Tactical Points. The Archer Tower has 4 tactical points each turn.

Shortbow (1 TP). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Light Crossbow (1 TP). Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Market Attack

Welcome to a one shot made by Zi Chin’s Guide to Epic Fights! This series is dedicated to using mechanics previously made and posted on the patreon.

You'll also find exclusive maps and upcoming expansions on Patreon.

Artists:

  • Page 1: Pascal Quidault – Belligerent of the Ball
Team Credits
  • Michael Cheeseman — Lead Designer
  • Karl Corallo — Artist (Footer, Background, and Zi-Chin's Tip Art)
  • Finn McClusky — Master Coder
 

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