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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > “Backstabber” – Out of the Box D&D Encounters #41

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

“Three Eyes Are Better” – Out of the Box D&D Encounters #40
“Fibble's Fantastic Familiars” – Out of the Box D&D Encounters #42

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.

In this example, we take part of the mechanics of “Swarm of Insects” (page 338, Monster Manual) and blend them with “Flying Sword” (page 20, Monster Manual) to create an animated Swarm of Daggers. This new “monster” will mimic some of the aspects of both entries, creating a monster that is neither one entirely.

daggerThe key to something like this is to pick two creatures of relatively the same Challenge Rating. It’s also important to remember that when doing this you do not unnecessarily ramp up or tune down the new creature’s abilities without some consideration first. You could, for instance, just create a Swarm of Swords, but this would significantly up the damage potential and thus the Challenge Rating. In this case, we’re trying to make this a new encounter for starting characters, and thus we’re going with daggers instead.

The second step in generating a fresh encounter with a blended monster is to place it in the correct setting and in a way that will take experienced characters off guard. I’m a big fan of altering perceptions or challenging preconceptions, so creating something like this is key to establishing those preconditions where change is possible. A Swarm of Daggers might very well mimic the appearance of a “Cloud of Daggers” spell (PHB, page 222), so immediately experienced players will start looking for a spell caster who might be concentrating on this spell. Imagine the look on their faces when the “cloud” starts to move toward them …

Now, a single Swarm might not be much of an encounter, so we’re going to add a trap as well. To make things fun, we’re going to make that a pit that moves magically and randomly. This will blend a CR 1/4 with a CR 1/2 and then adds a minor Trap to take that CR closer to a full total of 1. Even if this CR is still a little low, it will accomplish two things:

First, it will establish that things might be a little different from here on in.

Secondly, it will demonstrate that even encounters below a party’s level not be something to take for granted.

Can you tell I come from a tradition where “Funhouse dungeons” were the norm?

Environment: Dungeon

Suggested level: 1-2

Description: The players, in their efforts to explore the confines of a dusty dungeon or crypt, will come upon a square room 30’ on a side and with a 10’ ceiling. A passageway opens on the far side and two closed doors are in the center of each wall to the left and to the right. The doorway behind you spills into the center of the near wall and is exactly across from the open passage beyond.

Two things of note are evident.

A cloud of spinning, whirling daggers flies and darts in the dark opening to the passage across from you. They dart and twirl in this shadow like hungry mosquitos in the shade of a tree in the summer sun.

D&DIn the very center of the floor in front of you is a full 10’x10’ square pit or shaft – from your current angle it’s hard to see the bottom. The walls inside the pit appear to be painted in yellow and black stripes for some unknown reason.

Once all the members of the adventuring group are within the room, the entry door will slam shut and lock. For those willing to pick the door lock, it requires a DC:15 and proficiency in Thieve’s Tools. For a solution with less finesse, the door has an AC:15, Resistance to Piercing and Cold damage, and takes 18hp of damage to destroy. That’s just in case they choose not to move forward and deal with this room. Refusal is just one of those things a DM has to deal with.

For those who are in the room, the following event unfolds.

The pit will then move, as if by magic, like somehow the stone around it were malleable and the opening of the pit could slide from square to square. The players, at this point, should roll initiative. The pit will act on initiative count 15. The Daggers will act on 14.

On every turn where the Pit will act, roll a die. Initially roll 1d8 and count clockwise around the pit, starting at the front facing the players. The Pit will move into that 10’x10’ square. If the Pit moves into a square against a flat wall, the next time it moves, roll 1d6, ignoring and re-rolling 6s, determining the 10’x10’ it moves as before. If the Pit ends in a corner, roll 1d3 (a d6, but you count 1-2 as 1, 3-4 as 2, and 5-6 as 3), and use the same method.

If the pit moves into a square where one or more player characters are located, they must roll a Dexterity (DC: 13) saving throw or fall in, taking 1d6 Bludgeoning damage. Of course, standard rules for jumping over a 10’ Pit apply, but the players should be careful not to jump where a Pit might move.

D&DThe Swarm of Daggers will attack a random character in the room, unless someone tries to escape the room. In that case, the Swarm of Daggers will attack the first person trying to escape the room, even if it means changing opponents or risking an attack of opportunity.

Combat will ensue thusly until one of two conditions are met – the Swarm is destroyed or everyone escapes the room. If the Swarm is destroyed while all characters are in the room, the Pit will cease to move and remain in its current square. If everyone escapes the room and the Swarm is not destroyed, it will return to it’s original place and the Pit will return to the center of the room. Re-entering the room will begin the entire event again. Unless the Swarm of Daggers has been reduced to 0 hp (and therefore destroyed), it will reform to full hit points at the dawn of the next day.

Monsters: Swarm of Daggers – Use Swarm of Insects as a base. Use the Attributes and hit points of the Swarm, but give it the AC, move,damage immunitties, condition immunnitties, senses, and languages of Flying Sword. It’s monster type and size will be “Medium swarm of Tiny constructs, unaligned.”
“Swarm of Insects – page 338 of the Monster Manual
“Flying Sword” – page 20 of the Monster Manual.

Treasure: None (not every encounter needs treasure, sad but true)

Complications: The greatest complication of this would be the potential lethality of this encounter at lower levels. Reducing the Swarm to at least 50% hit points to reduce its damage, as well as avoiding the pit, are essential. This is the sort of task, especially at lower levels, that will either make or break a party. Groups that work well together and stay focused will succeed early on, whereas a group that tends to split up and run around will likely suffer one or two casualties at least. A DM should not be disheartened by this. Sometimes a player needs a bloody nose to realize the adventuring world is a dangerous place – and that’s okay. They will become smarter for it, or will become really good at rolling characters.

Hopefully this style of “some from column A, and some from column B” encounter building will inspire creativity in both the DM and the players. Good luck!

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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

2 Comments

  • Kenny
    February 24, 2017 at 6:56 am

    Nice idea! I’ll probably use a variation of this for my higher level campaign. I like reskinning or adding abilities from one monster to another to keep my players on their toes. A tribe of goblins with the fire breath from a chimera (scaled for the party level), flying mimics, blinking owlbears, etc.

    • William.B
      February 25, 2017 at 6:31 am

      Damn blinking Owlbears flying mimics your brutal. (all sound cool)

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