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Author: Mike Gould

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Dungeons and Dragons

“Gang of One” – Out of the Box D&D Encounters #45

Dungeons and Dragons ChimeraHow many times have you, as Dungeon Master, heard this phrase: “Wait, a (insert monster)? In (insert environment)? Don’t they normally occur in (insert different environment)?” How many times has THAT been a headache? Well, this Out of The Box addresses that sort of dilemma. True, many random encounter generators, whether digital or printed, separate the reasonably possible creatures into the environs they should be expected in. However, the DM may wish to use a creature because they may never have tried a new one, or find the list of possible encounters uninspiring.

The simple solution is to re-skin a creature in such a way as to MAKE it plausible.

“Old Yeller” – Out of the Box D&D Encounters #44

D&D zombieMonster synergy. It’s something you do not hear all that much. Surely we all know that different goblinoids will work together, or that some creatures like Ettins and Ogres will work for others for the right bribe. However, when it comes to some, they are generally overlooked except in the most obvious cases. We have seen lesser animated undead like Skeletons or Zombies work with each other or the creature that animated them – but not with something equally mindless.

“The Beast of Bellard” – Out of the Box D&D Encounters #43

trollThis game is filled with a lot of preconceptions. Monsters are viewed, many times, in a singular way. Orcs are savages. Goblins are cowards. Trolls are unintelligent brutes, and the only way to beat them is with fire or acid.

This is a product of the long history of D&D. This game has a lot of back story based in player and DM experience, and has influenced movies, novels, games, and pop culture since its inception. That is both good and bad. It’s good to know your fave hobby has had such an impact, but it’s bad when the preconceptions become not only the norm, but expected. That removes the magic of discovery we experienced players envy in the most nostalgic way when we see a new player discover something we’ve seen a thousand times. We look at that new player with a sense of wonder and miss that feeling.

“Fibble’s Fantastic Familiars” – Out of the Box D&D Encounters #42

An Apothecary Smoking in an Interior by Adriae...

An Apothecary Smoking in an Interior by Adriaen van Ostade, oil on panel, 1646. (Photo credit: Wikipedia)

Okay, DMs, how many times have your D&D players asked you about familiars and other companions? A DM who has at least one Wizard or Warlock (Pact of the Chain) in the group will likely display how fun this relationship can be, and that may lead to a desire for others to have their own “little friend.” Some will want one for color or roleplaying. Some will want one for the power it gives for scouting and “Help” actions. Some will want one out of sheer envy. Players are all different.

“Backstabber” – Out of the Box D&D Encounters #41

daggersMany starting Dungeon Masters struggle with how to make a new monster not already in an existing reference manual. The general advice is almost always “just re-skin it.” That can be tricky when that new monster doesn’t really fit into one category or another. So, in an effort to assist starting DMs, here’s an example of an encounter which blends aspects of two different “monsters” to create a new encounter to keep new and experienced players off guard.

“Three Eyes Are Better” – Out of the Box D&D Encounters #40

In conjunction with previous encounters, this will also expand on the concept of making D&D monster encounters less “vanilla.” As seen in “Phoeba’s Bet,” this will be another foray into granting class levels to a normally predictable monster.

The monster in question this time is the (lowly) Cyclops. The Cyclops has classically been seen as a dim-witted, superstitious, and ill-tempered brute who might fall victim to any assortment of late-night infomercials. Whereas that preconception should bear some merit, and some elements may be contained in this encounter, leaving it as-is defeats the purpose of delivering an encounter that challenges preconceptions. Drawing from inspiration from such sources as Bugs Bunny (“The Abominable Snowman”) and Star Trek TNG “Samaritan Snare,” this encounter was designed to take on the concept of a danger interjected with moments of humor.

Volo's Guide to Monsters

“Slither”- Out of the Box D&D Encounters #38

Yuan-TiIntroduction:  Volo’s Guide to Monsters is an excellent resource for new and interesting encounters and campaigns. Furthermore, the lore on several species of monsters and humanoids have added new depth to the understanding of these adversaries, making them more of a developed foe than a simple two-dimensional thug.

One that I was glad to see further development on was the Yuan-Ti (which I pronounce WON-tee, given it’s Mezo-American “feel”). These complex and (honestly) creepy foes are rich in culture, faith, architecture, and machinations. An encounter with Yuan-Ti (the same word in plural as it is in singular in my mind … like sheep or deer) should be more than a simple initiative roll followed by the swinging of martial weapons. Yuan-Ti are devious. Yuan-Ti are patient. Yuan-Ti are the stuff of nightmares. An encounter with them should leave the players wondering if they are being watched, and if this was but the first of many run-ins with these serpentine villains. The actions of these humanoids reflects the worst of what we think of when it comes to performing live human sacrifices. Like the Jaguar Warriors of the ancient Aztec Empire, Yuan-Ti will often range far and wide to capture victims for either sacrifice or to transform into one of their thralls.

To those who are not of the snake men, we are all but a resource to be used. That inhumanity should be evident when you unveil any encounter with the serpentine lot. The feeling of hopelessness among the common citizenry, or perhaps even whispered rumors or ancient paintings/pictographs of rituals performed by the Yuan-Ti (covered in growth, moss, dust, etc. for added effect) would be great clues to foreshadow any run-in with these humanoids. I would even suggest setting up such an encounter perhaps a week ahead of time just so the players are informed but have time again to become complacent in looking out for such a thing.

Yuan-Ti are very much a Cthulian horror slithering through the jungles, so set-up and mood are essential. You may even wish to have positive interactions with a few common NPCs who are secretly Yuan-Ti Purebloods who have taken precautions to hide their true natures … only to be revealed later in this drama to have betrayed the player characters all along.

Environment: Wilderness/Jungle is a primary source, but feel free to throw the players a loop by having this in a secret Urban setting, too.

Suggested level: 5-6, but can be adjusted upward by adding more Pure Bloods.

Smiling snake

Description:  The players may find themselves in jungle territory. The oppressive heat and humidity may make day-to-day activities stressful. Biting insects fill the night air, and the sounds of wildlife never, ever go silent. Huddled around their campfire for the night, if only to drive some of the mosquitoes away with the smoke, the players may notice (Wisdom/Perception DC:10) that something is amiss. For a brief moment in the night, the sounds of crickets, frogs, cicadas, and other noisy vermin fall silent. Those who succeeded in their Wisdom/Perception checks with a 17 or higher will have noted the silence not only occurred, but moved. The silence picked up by the higher roll seemed to pass by the camp as if moving slowly from one side to the next.

Nothing more will happen that night. The next morning, however, the player characters will awaken to find their backpacks, doffed armor, and other items with open space, to be inhabited by small, harmless grass and tree snakes. These tiny beasts will slither away if allowed to escape. For any character who puts out their local campfire, allow then an additional Perception check (DC:15). Those that succeed will notice a strange pattern in the ashes. Should they make anyone trained in Religion aware of these markings, those that are trained in such a skill can divulge (Religion, DC: 17) that a symbol associated with “Sseth, The Sibilant Death” has somehow burned its way into the ashes of their fire. You may even wish to allow any Warlock with a Great Old One patron to make a Wisdom check even if they do not possess the Religion skill. One resident of the Far Realms may well know of another, and so the connections between a Warlock and their Patron may allow for this connection to unveil such a secret.

As the party breaks camp, have them notice periodically that it seems like the snakes in the trees are watching them pass. Their eyes on slowly swiveling heads, always watching – never blinking. Tongues flicker to taste the air as the player characters pass. The undergrowth will become dense and unforgiving. Leaves wet with rain that fell days ago will brush them and soak their clothes, hissing as large leaves brush leather and metal. Thick, wet vines will drop upon them as if on command, brushing against bare skin and then slithering to the ground by either gravity or an unseen will.

It’s important to harass the party this way for some time. They will become frustrated and likely wish to find some sort of clearing or break in the foliage to find respite. Make note of the heat and humidity, and play up the insects that get into everything, including their drinking water.

Then, periodically, introduce a similar moment of pure silence as the night before. They will likely not notice it while moving because of the wet leaves, so increase the DC to 15 for a successful Wisdom (Perception) check.

Yuan-TiAs the party proceeds through the thick jungle, start having them encounter thin vines upon which grow small orbed fruit covered in thorny spikes. These vines will create a tripping hazard, and will take a successful Perception (DC:15) to avoid, or a successful Dexterity (DC:12) not to trip. These will occur perhaps once every ten minutes of game play, and do no damage. Even a fall from one is not intended to do any damage. However, the fruit will rattle loudly when such a vine is struck. Once this has happened three times, begin the final phase of the encounter.

Watching through their snake spies, signaled by their wild cucumber trip-vines, watching at length throughout their journey in these jungles, the Yuan-Ti know exactly where the party are and have been waiting in ambush. Like the Jaguar Warriors of our own ancient world, they see the player characters as fresh offerings for their Great Old One. They will want them alive if possible.

“Xochipek,” the Mind Whisperer (Volo’s, pages 203-204) will start the offensive. He will open with casting Hypnotic Pattern on the party (Wisdom save, DC:14 – see page 252 PHB for details). The two Purebloods, “Yaretzi” and “Zolin,” will use their first actions to throw Nets on two characters, preferably obvious spell casters (Net – PHB, page 148). Two Broodguards (Volo’s, page 203) will rush in and grapple two other randomly selected characters who are not already restrained by nets. Note that Broodguards have been specially indoctrinated in ancient rituals that give them Advantage on any Hypnotic Pattern spells, and are blindingly obedient to their Pureblood and Malison masters.

The success or failure of this opening gambit is important. If it succeeds, then the Yuan-Ti will take the time to tie up their victims and lead them back to their temple for future “use” (Volo’s has a sample Temple, pages 100-10,2 in case you need a quick reference). If this opening assault fails or has less than 50% success, the Yuan-Ti Purebloods will then try Suggestion (Wisdom, DC:12) on two of those not affected. The Suggestion will be akin to “We mean you no harm. We are here to protect you from the dangers of this jungle. Why else would be try to capture you unharmed?”

If this fails, too, then they will try to escape as best they can. The Broodguard will then attack to kill in order to buy their Pureblood and Mind Whisperer masters time to flee.

But worry not, like a wise man once said – they will return, and in greater numbers …

Monsters: “Xochipek” – Yuan-Ti Mind Whisperer (Volo’s pages 203, 204)
(2) “Yaretzi” (female) and “Zolin” (male) Yuant-Ti Purebloods (MM, page 310)
(2) Yuan-Ti Broodguards (Volo’s, page 203)

Volo's Guide to MonstersTreasure: Xochipek weilds a Rod of The Pact Keeper +1, explaining why his spell DC is 14 and not 13. Xochipek also wears elaborately carved jade bracelets (100gp each) and a golden torc worth 500gp.

The two Purebloods each have a set of one fine gold necklace (75gp each) and Jade rings carved to look like coiled serpents (50gp each).

Complications: The biggest complication is being dragged off to be either sacrificed or turned into Broodguards. However, even the threat of this demise has a silver lining. This may only be the set-up for a larger “dungeon crawl/prison break” based out of a Yuan-Ti step pyramid temple. If the player characters succeed in fending off this attack, and you wish for the set-up to be the case, feel free to try again with a larger force or have the player characters chase the Yuan-Ti to the clearing where their Temple lay. This is an excellent opportunity to show the characters (and yourself) that failure can be a success in disguise.

“A Walk in the Woods” – Out of The Box D&D Encounters #37

treeIntroduction: The Players Handbook is loaded with spells that could be the key to an interesting encounter. One that strikes me as having a lot of potential is Awaken (Players Handbook, page 216). According to the spell, it grants a 10 Intelligence to a single plant or beast under the right circumstances. It also allows plants the ability to move. Speech in one language is also included. From what I can see, this effect is permanent. Now, imagine applying that entire array of abilities to any number of beasts or plants. Not only can this spell effect expected beasts like horses, dogs, elephants and fish, as well as plants like trees and shrubbery, but also to fungi and “giant” beasts. The only limit is a starting Intelligence of 3 or less and size of Huge or less, and the category of “beast” or “plant.”

“Heart of Darkness” – Out of the Box D&D Encounters #36

black puddingIntroduction: There are many different kinds of players, but one that never goes away is the murder hobo/vandal. Their style of gaming lay in the foundations of D&D when it first hit the market. It’s still a popular style of gaming, especially with the rise of video games. Monsters and puzzles are seen as sources of loot. Everything is opened, broken, killed, or avoided if it can’t be one those three. Despite the harsh style of play, these players are also the fire under the bottoms of players who struggle with decision making or need to follow sixteen steps before opening a door. The murder hobo/vandal is always the first to launch into combat, explore a new passage, or open a stuck door. As much as they lead the way, the style of play can sometimes cut off role playing or problem solving opportunities, or create problem solving issues for others in their party.

“The Girl With The Dragon SNAFU” – Out of The Box #35 D&D Encounters

dragonIntroduction: To finish out the run of “Out of the Box” for 2016, I thought it would be appropriate to use the one creature that is likely the most difficult to run. A dragon. The problem with dragons is they are immensely powerful and capable of destroying a party outright within a few rounds if played to their potential. It then falls to the Dungeon Master to try and create an encounter that is both reasonable to the players and yet fair to the beast in question. You want the moment to be memorable, and the only way to do that is to do the creature justice.

“Madam Versiliplex’s Magical Wonders” – Out of the Box #34 D&D Encounters

Night HagIntroduction: I’ll bet one of the most commonly asked questions placed at the feet of any Dungeon Master is, “Is there a place where I can buy magic items?” This might have been a common occurrence in past editions of D&D, but Fifth Edition has limited access to a magical marketplace. That’s not to say they do not exist, nor can one never find purveyors of such rare and wondrous items. Far from it. But the danger in dealing with such a market bears the risk of trying to prove its own economic worth. Rare components, or those gained through dangerous tasks, would make most proper magic items either impossibly expensive or priceless. Those that might be common enough for sale would be overpriced due to their difficult creation or high demand. It truly would be a seller’s market.

This encounter would be for those brave DMs who would wish to rise to that question with an even more difficult bargain. For those familiar with such works as “Needful Things” or even Pixar’s “Brave,” a shop might well exist to address the player’s needs. The answer to the question “Is there a place where I can buy magic items?” might be “How bad do you want it?”

For your possible use, I present Madam Versiliplex and her Magical Wonders.

Environment: Anywhere. You could make this a small shop in a city, or a cabin in the woods.

For the purposes of versatility, I have made this a horse-drawn wagon.

Suggested level: Any, but for those who wish to take on Madam Versiliplex, level 5.

Description: Perhaps the players are seeking someone who deals in magical wares, or even more suspiciously, are just discussing where to find such a place. At that time, feel free to have a local unnamed peasant wordlessly direct them to an approaching oxen-drawn cart.

The cart will be drawn by a single ox – the bell hung from the yoke below its neck loudly clanging to the rhythm of the beast’s stride. The cart will be an elaborate affair. Constructed from wood with simple wooden wheels, it will have several strings of bone, crystals, and small bells hung from a low arched roof. A lamp hangs from the front and another from the back, both giving off an eerie green glow. Tiny wisps of smoke trail into the wind from each lamp. The walls of the cart are covered in sun-baked paint peeling from wear and neglect. A single window, tightly shuttered, marks each side and the front of the cart, and a small metal stove pipe trails white smoke from the ceramic-tiled roof. Painted in elaborate, yet faded colors are the flowing script-like words in Common: “Madam Versiliplex’s Magical Wonders.”

A single small door allows entrance. A knocker in the shape of a grinning child’s head biting a loop, bids you welcome.

If the characters approach, the cart will stop and allow them to draw near. The door will remain locked until the characters knock. If they knock with their hands, they will have a wait of at least one full minute. If they use the knocker, each knock will sound thunderous inside – like a massive empty room lays beyond. When they knock three times, steps of wood will unfurl below the door as if made of cloth. The click and clack of several locks will be heard beyond the door, and then the door will creak open.

Night HagGreeting the characters will be a small Gnome woman of great age. Her white hair will be long and tied in a massive bun. The gnome will be adorned with tiny bones and gold chains with delicate charms. Red robes covered in sigils are tied about her waist with a belt heavy with pouches, vials, and scroll tubes. Her arms hang with many bangles, and rings decorate every finger. A rat, its eyes reflecting red by torchlight, pokes its head out of her robe to peek at the strangers.

“Ah, my curious little children. I wondered when you would finally come. Come in, come in.” She will beckon them and offer tea. When the characters enter, what will unfold might be surprising. The interior of this tiny cart will be a 20’ x 20’ cabin. A roaring fireplace adorns the far wall with a large pot happily bubbling along. Shelves line the walls, covered in books, scroll tubes, and dusty bottles. A suit of armor stands quietly in one corner while a dusty rack of  melee weapons stands in another.

A large round table sits in the very center of the room surrounded by six chairs, and a rocking chair sits beside the fireplace. In the center of the table sits a large, sealed, glass jar filled with a smoky, swirling fluid or gas. The table rests upon a fat, wooden barrel instead of legs.

The place smells of wood smoke, tallow candles, and fresh bread. The taint of mildew and sulfur are also present.

She will greet them and be very inviting. Madam Versiliplex will listen attentively to the party’s needs and concerns, and will offer hot tea to those who wish it.

But always keep this one fact in mind:

D&DMadam Versiliplex is a Night Hag who has polymorphed into this Gnome guise to throw off suspicion. She is cunning and experienced, and will not reveal her intentions until she has the players truly hooked. If they ask for simple magical wares like Potions or Scrolls, she might have a few on hand. The first couple of Healing Potions might be a little more expensive than normal (say, 1.5 times regular cost). If the players cannot afford them, then she might offer a deal. She’ll be willing to trade potions and such for simple tasks. She might claim a local magistrate has been taxing her unfairly, so she only has a few items to spare. If that magistrate’s bully son were dealt with, maybe she could be more generous. Or perhaps she’ll claim wolves are harassing her ox. She might have a special bait for the wolves to eat that will make them stop attacking the local cattle. Feel free to invent your own task.

But the task should have a twist. The magistrate might well be unreasonable, or have a bully son, but perhaps they are trying to find out more about Versiliplex. She cannot allow this, so she’ll set up events so the “offenders” fall victim to a tragic “accident,” likely when the player characters are present. Her pet rat, Skek, is actually an Imp familiar, so he’ll work behind the scenes while Invisible to track the players and set up any accidents. Perhaps Wolves are actually attacking cattle. But her bait will transform them into Death Dogs and they will then begin to ravage the countryside. Should the players track down and kill the Death Dogs, they’ll still have to somehow deal with any who have been diseased by the Death Dogs. Versiliplex might have the cure … but there’s this thing she needs you to do … These are but examples.

The following items are in the shop. Each will have its own complication as noted under the item. Versiliplex will warn the party that everything is either older or has “a personality” due to former owners.

D&DPotions of Healing – Five in stock. Versiliplex can make more after a few days. These will heal like normal Potions of Healing (2d4+2 hit points), but for every one consumed, similar potions from other sources will work less. For every one of Madam Versiliplex’s healing potions drank, remove a cumulative -2 hit points healed from other potions. For example, if you’ve drank two of her Potions of Healing, then you heal 4 fewer hit points from the next Healing potion that’s NOT made by her. This effect ends with a Remove Curse cast upon the drinker.

Potion of Ogre Strength – Only three in stock. This potion acts like a Potion of Hill Giant Strength (page 187, Dungeon Master’s Guide), but with only a Strength boost to 19 instead of 21. The effect lasts for 1 hour like other potions of this type, and has no boosting effect upon a character whom already has a Strength of 19 or greater.  For every potion of this kind drank, the imbiber must make a Constitution saving throw with a cumulative -1 per “Potion of Ogre Strength” drank to resist the desire to each raw flesh. A character who fails will be driven to eat anything raw (insects, small animals and the like. If a character gets to the point where they fail a saving throw and the penalty is -5 or worse, then the character becomes cannibalistic until a Remove Curse is cast upon them.

Goggles of Night – one in stock. For this item, Versiliplex will need a task performed that is equivalent to stealing an item from one innocent victim and “returning it” to another unknown innocent victim. She will be adamant about the player not being discovered. She’ll claim the item was wrongfully taken and she would like her friend to get it back without violence or further embarrassment to either family. Her plan is to reveal the item and start both families fighting with each other — likely leading to someone being beaten or killed — if she has her way. The player’s will not know this or be told of it willingly. Furthermore, the Goggles carry an additional property: Madam Versiliplex will see everything that the character sees. Otherwise they work like standard “Goggles of Night” (page 172, DMG).

Spell scrolls – For the list of spells available, see page 176 of the Monster Manual under “Coven Spells.” Madam Versiliplex will claim her list of spells is limited and her resources have been depleted over time. These are all she has left, she’ll say.

Plate Armor, Mariner – This suit stands in the corner and, although dust covered and neglected, it bears fine engraving and looks well made. The design of a giant squid covers its breastplate with engraved tentacles spreading to the arms and the legs. The suit acts as Mariner’s Armor (page 181, DMG). Madam Versiliplex will claim that “she can’t possibly part with it” and will take some convincing …which is all a ploy, of course.  She will demand some silly price for the armor, like 5000 gp, but will allow herself to be talked down to half that amount. She will then carry on like the suit was meant for the character receiving the armor, as it fits so well. Furthermore, once donned, the armor will refuse to be doffed. It will take a Remove Curse to get the armor off. Once it’s on, the wearer will be Vulnerable to Fire damage and at Disadvantage to resisting any effect that has a Fire component (Fireball, Burning Hands, extinguishing Alchemist’s Fire, etc.)

Longsword +1 – One of the many weapons on the dusty rack is this enchanted sword. Madam Versiliplex will be very resistant to parting with it, but may let it go for a successful Persuasion check of 20+ and a bribe of 1,000gp. She’ll claim a dangerous beast has been lurking about the area, terrorizing the populace, and she intends to use the sword to slay the beast. If a character volunteers to do so for her, she’ll let the sword go for half the price. The beast she’ll want slain is actually a local Druid in Bear form that she’ll claim is a lycanthrope gone mad with an ancient curse beyond her ken to cure (use Druid from page 346 of the Monster Manual).  Should the character or party fail to kill this Druid, the sword will animate as per Flying Sword and attack its former wielder (Animated Object, Flying Sword, page 20 of the MM).

D&DMonsters: Madam Versiliplex – Night Hag (page 178, Monster Manual)
Skek – Imp (page 76, Monster Manual)
Animate Armor – page 19, Monster Manual
Flying Sword – page 20, Monster Manual

Rug of Smothering – page 20, Monster Manual

Treasure: See above for “treasure.”

Complications: The items all have their own, as do the associated tasks. Versiliplex will wish to have as many complications as possible. Keep in mind it is always Madam Versiliplex’s intention to have the characters gain these items if they want them, but she will make them think the items are more precious than they actually are. She’s a very long-lived Night Hag with centuries of experience in lying, manipulating and duping mortals. When the players are in negotiations with her, do NOT prompt them to make Insight rolls to tell if she’s lying. If they OFFER a roll, by all means allow it. The DC on any Insight check against Madam Versiliplex’s deceit will be a 20 to know something’s up. To know that she intends harm to them will be a DC 25. This is quite high, but this is her con, and she’s played it well for over 200 years.

Should the players wish to attack the Hag in her wagon, she will not be alone. Not only is her Imp “Skek” always with her (unless it’s spying on the players), but the Armor and the Sword will animate as per Animated Objects (pages 19 and 20 of the Monster Manual), and the carpet on the floor will also become a Rug of Smothering (page 20 of the Monster Manual). Her first action will be to go Ethereal and escape, letting the Animated Objects fight in her stead. The wagon itself is her “Hag Vehicle” (Volo’s Guide to Monsters, page 56), and obeys her commands. The Ox is there simply for show and is pushed along by the cart. If the Objects are defeated and the Hag is not within, the wagon will also go Ethereal, leaving the characters behind.

Madam Versiliplex will simply gather her forces and move along to another place to “sell her wares.” She may take the time to harass the party through her “Nightmare Haunting” ability. Pick one character at random and have her target them, unless one particular character was very pointed in dealing with her. In which case, that character will be the target of her Nightmare Haunting.

“Phoba’s Bet” – Out of The Box #32 D&D Encounters

Introduction: The following encounter takes on two challenges. First, it addresses an issue that has been monster medusa out of the box   brought up around multiple tables where a DM seeks to have some sort of  bounty hunter or assassin. Perhaps this is to address some offense the player characters have created against a king, noble, wizard to guildmaster. Perhaps it’s to address some action that the player characters have done in a city where vital laws were broken.
  Second, it looks at the unique issue of adding player character class levels to a monster.. The DMG touches on this, but really leaves it up to the individual DM to make the final call on how the CR of the monster is affected. This starts on p. 273 of the DMG, and stretches all the way to 283 before it addresses “Monsters with classes”…and yet, as you refer back to those 10 pages. In the end, they call it a case by case.
  I think the secret here is asking yourself “What do I want this monster to do?”, and then build for that purpose. To that end, the purpose is to be able to capture player characters in a dramatic fashion, and return them to the “employer” (be it king, criminal boss, or angry mob) alive…or at least relatively.
  Environment: Anywhere. That’s the point. But the example below will be in the wilderness.
Suggested level: 5-7
 Description: To properly set this encounter up, one needs to put the players in the right frame of mind.monster medusa out of the box Players can become very complacent when they do not have random encounters at night for a few nights. Go out of your way to make things very peaceful and calm if you want to. Make fake encounter rolls that don’t count and gloss over them as if you’re unconcerned. This will give you a great feel for who they put on watch and when. Consider this time that the bounty hunter is spending observing the party at a distance. She might even be “handling” those who might be thinking of attacking her valuable bounty. One can’t collect on a fee if one’s targets have been killed by Ogres. 😉
  Next, it’s good to think of whom you have selected for the role of Bounty Hunter. In this case, I present to you the one and only Phoba. Phoba was an experienced Rogue, who tricked, seduced, lied, and manipulated her way across the continent. However, she stole from the wrong temple and was transformed into a Medusa. Making the most of her curse, she takes bounty after bounty in the hopes of earning enough to find a cure for her condition – and she doesn’t care whom goes down to cure that effect.