Loader image
Loader image
Back to Top

Out of the Box D&D Encounters

Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters (Page 5)

“One Crow, Two Crow, Three Crow, Scarecrow” – Out of the Box D&D Encounters #49

sccarecrowA continuing challenge, especially for starting DMs, is how to take the mundane and make it special. Fortunately, there are a wide array of D&D monsters that fit the bill. Each has their specialty. Mimics can stand in as mundane items. Piercers look like stalagtites, as do Darkmantles. Grey Oozes can resemble wet stone or pools of water. After a time, though, players will come to expect this. Then it’s time to bring out classic themes from horror and surprise player characters when they least expect it. In a dungeon setting, they might well be ready for something. When travelling from “this town or village” to “that town or village” in patrolled or protected lands, the player characters will let their guard down. Farmlands are perfect for this setting, as they are cultivated lands typically already under the auspice of a local sheriff, regent, baron or other leader. They should be safe.

That’s when you can spring the surprise.

“Smells Fishy” – Out of the Box D&D Encounters #48

kuo-toaI once found a free adventure online that delved into a concept that D&D has often covered, but essentially in reverse. We have seen Underdark versions of several surface races. Duergar, Derro, Drow, Svirfneblin, etc., have all been a part of D&D for decades, and the public has accepted them as part of the D&D canon. It’s often the case whereby we will take any number of surface races and apply this non-specific “Underdark template” to these races. However, this online adventure did one thing that, at least to my experience, has never been done before – it turned that concept around in 180 degrees. It had surface, swamp dwelling Kuo-Toa. Perhaps this is due to a particular and very popular MMORPG that shall remain unnamed in this article.

“Shadow of Your Former Self” – Out of The Box D&D Encounters #47

elf D&DAsk any Dungeon Master what the most dangerous thing in a Dungeons & Dragons game is, and I’ll bet the majority will come back to you with “the players.” Players can range in power and abilities more than any monster and will always find the cracks in any system and crawl through. Players will think outside the box more often than not and will work around problems you might think they need to face head on. I can remember playing “Zelda: The Ocarina of Time” forever ago, and the most frustrating encounter was fighting a shadow mirror image of yourself.

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.