Loader image
Loader image
Back to Top

Blog

Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters, Series 2, #19 – “Genie in a…”

Out of the Box D&D Encounters, Series 2, #19 – “Genie in a…”

Worldbuilding: Fantasy Currency
Limitless Monsters Kickstarter from Limitless Adventures Unleashes 100 D&D Monsters!

Out of the Box introduction

Reinterpretation means more than a simple reskin. By reimagining classic tropes, stories, faerie tales, movies and the like, Dungeon Masters have an endless supply of inspirations for encounters and adventures.
One old trope rarely used anymore is literally the “genie in the bottle” routine.
But, let’s be honest, there is more than just one way to reimagine the old cliche to make it fresh.

An air genasi, as seen in the fifth edition Dungeons & Dragons Elemental Evil Player’s Companion. [Image courtesy Wizards of the Coast]

In this case, let’s use an NPC with the right “flavour”. That NPC will be a genasi – an air genasi to be exact. The reason for that is more than just the lineage of the classic genie (djinni, if you will). Air genasi have the very handy ability to hold their breath indefinitely so long as they are conscious. Let’s call him “Zephiri.”
That comes in handy when we consider two magic items: The bag of holding and the portable hole. Both contain a limited air supply for creatures placed into either of these items. A creature that doesn’t breathe could stay here for as long as it had food and water and remained awake. That’s more than enough time to wait out possible foes who remain outside.
The only stricture that remains is the size of the thing being placed in a bag of holding. A standard bag of holding cannot hold an adult genasi. There’s an easy fix. Simply create a special container. State the entrance of this particular bag can stretch to allow an object perhaps 3 feet wide to enter. The internal volume of the bag also needs to expand. In the case of this specific bag, it contains an internal storage space of a 6 foot cube. Therefore this won’t be a simple bag of holding. It will be Zephiri’s Bag of Hiding.
All we need to do now is create the circumstances whereby these come into play. We’ll make Zephiri a rogue, and even better, an Arcane Trickster. Zephiri will pick pocket a player character, and we’ll just let that situation play out…because we all know that no player character will stand for being robbed.

Environment

Urban

Level

5

Description

The PCs find themselves traversing a busy warehouse district. Wagons loaded with barrels and crates are drawn by any number of beasts from donkeys, to oxen, and even more exotic. Teamsters and drivers work hard to keep things moving while freighters and dockhands work hard to add or remove the containers from stationary wagons.
The streets are crowded, and filled with dust, hay, animal dander, and many people. Sweat, animal odors and their dung are the dominant smells. Shouts, bargaining, laughter, and likely no lack of cursing are penetrated by the occasional animal protest.
It’s difficult to not be jostled one way or another by man or beast in a region such as this, making the most wary behave a little on edge. In this mix, the DM can either choose or randomly determine one PC of interest. That target will then be the person of interest for Zephiri. The genasi will then, likely in an act of hubris, try to pick pocket something large, like a sword or other large item off the back or hip of this person of interest.
Zephiri is overconfident, and will always try to step up an attempt at theft if the target is of significant interest. This is especially handy if a DM thinks a PC may be abusing a particular item within reach, or could even use this thief to steal a cursed item – being either merciful or wanting to spark a roleplaying opportunity for the accursed player.
Zephiri’s will make a Dexterity (Sleight of Hand) check with a DC equal to the PC’s Passive Perception score. If he succeeds, he will attempt a Dexterity (Stealth) roll to disappear into the crowd. This time, the DC is the Passive Perception scores of the entire party. Those with the Alert or Observant feats will further be allowed a chance to roll active Wisdom (Perception) rolls, with the DC equaling the Dexterity (Stealth) roll result made by Zephiri.
If Zephiri is spotted, he will then levitate to get to roof tops and try to escape from there. Initiative will certainly determine how much of a head start he gets, but this is also an excellent chance to use the chase mechanics (Dungeon Master’s Guide, pages 252-254, using Urban Chase Complications).
D&D encounter

A bag of holding as it appears in the fifth edition Dungeons & Dragons Dungeon Master’s Guide. [Image courtesy Wizards of the Coast]

If or when the PCs are about one success away from catching Zehphiri, he will attempt his infamous escape plan that has (thus far) worked. He will (hopefully) be in a place where a bag or sack will not seem out of place. He will then use his action to get inside Zephiri’s Bag of Hiding and try to hide out of sight.
If (DM’s choice) the bag is in a place where bags are commonly in view (a storage room, marketplace among goods, on the back of a wagon), characters can search for Zephiri. A character must succeed on DC 17 Intelligence (Investigation) or Wisdom (Perception) check made with disadvantage. If they have the Observant feat, feel free to reward that character with a straight skill roll as above.
If the bag is in a place that seems…well, out of place…then the player characters must succeed on a DC 17 Intelligence (Investigation) or Wisdom (Perception) checks as normal.
If they ask an odd question, like say “can I use Arcana to see something unusual” (or similar) feel justified to permit that Arcana roll. The PC must succeed on a DC 15 check to recognize that one container (the bag) is of unusual manufacture and is embroidered in a manner consistent with fine craftsmanship. That’s regardless of the choice of hiding spot – good or bad, because it bypasses the standard logic of how problems are solved…and that kind of thinking should be rewarded (in my opinion – others may disagree).
If or when the player characters discover the bag, they have a few choices. They can cut the bag, try to cast dispel magic, or try to force open the bag. If they choose to cut the bag, it has an AC 11, and doing more than 10 points of damage in one hit will tear the bag sufficiently to end the magic of the bag. This will have one of two effects. Flip a coin (or roll any die, choosing a low 50 percent to be one result, and a high 50 percent to be another). On a “heads”, the contents of the bag, including Zephiri, will spill out onto whatever surface they are on in an very unceremonious manner. On a “tails”, Zephiri and the contents of the bag are spilled into the Astral Plane. Furthermore, the person cutting the bag can avoid a similar fate by succeeding on a DC 15 Charisma saving throw should the result be “tails”, but not if the result was “heads”.
If the player characters cast dispel magic upon the bag, the caster will need to succeed on a DC 17 check to unlock the bag and (again) spill the contents of the bag. Otherwise the bag resists.
A character attempting to force open the bag will need to succeed on a DC 20 Strength check, and that character cannot let go of the opening with both hands or it will shut again immediately. Anyone wishing to take advantage of this heroic feat of strength to enter into a currently open bag will need magical means to get by the holding the bag (like gaseous form, misty step, dimension door, etc.) or will need to succeed on a DC 20 Dexterity (Acrobatics) check to wriggle past the person holding the aperture open.
How things proceed from there is up to the DM and the players. Combat may ensue, albeit in very tight conditions. The players may decide to handle this socially as well. Zephiri would prefer this recourse, and might try his best to negotiate for his life by returning the specific stolen item. He’ll be hesitant to give anything more without further danger to his person. He will, of course, defend himself, although he may prefer to escape and then return to both steal again and get even sweeter revenge.

Monsters

Zephiri – master thief – As per Volo’s Guide to Monsters, page 216. However, add the following additions from the Elemental Evil Player’s Companion – Genasi, Air, page 9. Unending Breath (able to hold breath indefinitely unless incapacitated), and Mingle With The Wind (cast levitate once per long rest.

Treasure

Zephiri’s Bag of Hiding – Like a bag of holding (DMG page 153), but the opening can stretch to 3 feet, and it has an internal space of a 6 foot cube. All standard rules of the bag apply. Zephiri also has whatever he stole from the PC, a silvered rapier (125gp), a hand crossbow +1, and assorted small gems (10) each worth 100gp each.

Complications

Let’s see. Zephiri could completely get away with whatever he wants to steal. In that case, have him send taunting letters to the PC in question, no doubt starting its own quest chain to find this rogue. A character who chooses to cut Zephiri’s Bag of Hiding could end up in the Astral Plane, starting its own series of choices with regard to rescue, seeking a way home, or even partnering with Zephiri to help find their collective way home. That, in itself, could be interesting.
I would like to add another possible complication with no reference to the adventure above aside from Zephiri himself. In the first series of Out of the Box, in an encounter called #32 Phoba’s Bet (page 60 of the compilation available on this very website), a medusa-turned-bounty-hunter named Phoba was proposed to be the hunter of one of the PCs. Perhaps this scoundrel Zephiri is also on her list, providing a chance for alliances with either Phoba or Zephiri depending on certain character’s point of view. Combining encounters is always an option.
[amazon_link asins=’B071LBNZQ4,B005MUAOYU,0692203214′ template=’ProductCarousel’ store=’nerdarchy-20′ marketplace=’US’ link_id=’85706ffb-a667-11e7-843a-a7e57c8a3aaf’]
Share
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.

No Comments

Leave a Reply