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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters, Series 2, #22 – “A Cry for Help”
D&D Out of the Box

Out of the Box D&D Encounters, Series 2, #22 – “A Cry for Help”

D&D Creature to Character Conversion: Darklings
D&D Flavour Shot: Druid Portals

Out of the Box introduction

The ever-present truth of player character groups is that they should be working together to achieve an end. Cooperation to overcome the odds is a core tenant. Working together and developing a synergy or symbiotic relationship means characters who might not necessarily overcome a challenge or monster on their own are more likely because their abilities overlap well.
Monsters should be no different. Nerdarchy has raised the concept of Monster BFFs before, but there are variations that can overlap to devastating consequences. I have raised this subject before in Series 1 (A Friend in Need), but it bears revisiting to show there is more than one way to skin a cat. (With appropriate apologies to all cats reading this). The concept of the mimic and oytugh working together was certainly dangerous, but had an air of absurdity and hilarity that made Dungeon Masters always chuckle a little when they read it.

 The following encounter bears the same synergy, but bears nothing funny about it. It is sinister, dark, and deceptive. It will make your players doubt what they see and hear after it, and trust a little less. This sort of encounter isn’t necessarily dangerous when you deal with each component separately, but when they cooperate it becomes far more deadly. The potential of death – not unconsciousness, actual character death – is baked into this encounter. What balances the possibility are the relatively low DCs with regard to certain key powers. Unless the PCs involved have poor saving throws, associated ability scores, or poor dice luck (an omnipresent risk), they should do well, if only losing one PC.
Even if they do not lose a character, your players might become more wary of what they see from here on out, so this encounter is appropriate for when a change in tone is necessary, or to deal with PCs who charge in without ever questioning what they see.
sea hag D&D

A sea hag as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

It should be pointed out that one creature being used hereafter, a sea hag, is being slightly modified only insofar as she’s a fresh water variety. Whether the DM would like to refer to her as a pond hag, lake hag, bog hag, or any other name is completely up to the one behind the screen. Call her Philip if you like. I’m sure she won’t care. Just put an Auntie in front of it, and the eyebrows of the PCs will surely raise a little. If the DM is looking for something official, I’d like to refer to her as Lonely Annie.

Environment

Swamp

Level

3

Description

The fact remains. No one likes having to make camp in a swamp. Keeping everything dry is always a challenge, it’s hard to keep insects out the food, any clothing, armour, or bedding, and wet boots are the best way to ruin morale. Still, taking the time to make camp is always necessary, and the luxury of choice isn’t always available.
Your band has made the best of a bad situation and found a relatively dry mound upon which to stay the night. The campfire, though low, smokes heavily from all the green or rotted wood upon it. Although it stings the eyes on occasion, it has the added benefit of keeping some of the mosquitos away.
Before even the first watch is set, the dim of dusk reveals an odd sight through twisted willows and alders. A single humanoid figure, cloaked and hooded, wanders in the distance, calling a name. From the voice and the dim light cast upon them from what looks like a lantern, it’s likely a woman.
For those willing or asking, a success on a DC 15 Wisdom (Perception) check will glean she is saying something akin to “Where are you? You’re not lost again are you? You’re starting to make me worry.” (Feel free to alter the narrative to your desires). Those who volunteer and succeed on a DC 13 Wisdom (Insight) check will feel like something is off. (And that means volunteer – do not ask for an Insight check, but if a player wants one, by all means allow it). By “off”, one might feel like the words sound like she is concerned, but her tone of voice is incorrect.
If the PCs do not approach after a round or two, Lonely Annie (sea hag, as per Monster Manual, page 179) will fall to the ground amidst the thrushes and swamp grass with a cry. She will then begin to plead for help, low at first, then increasingly louder.
“Help…I’m stuck in the bog. Anyone? Help!”
Her lamp will appear to have tumbled down with her, casting a glow upward into the thrushes and willows above.
Manoeuvring the tall grass and uneven ground in the dusk can be treacherous. Players who seek to go to Lonely Annie’s aid will require a success on a DC 12 Wisdom (Survival) check to make a safe route to her some 150 feet away from their camp. Those who move cautiously and move at half speed can make the check with advantage, whereas those who move swiftly (faster than their standard move rate) will make the check at disadvantage. Those who fail will trip and fall into the mucky ground. They will not suffer any damage, but will need a success on a DC 10 Strength check to pry an arm or leg out of muck and will lose a turn of movement.
This could potentially spread the group out over a distance. Unless they try to stay together, this might mean only one or two will get to Lonely Annie at a time, which might prove unfortunate – for those players.
When they arrive at the scene, Lonely Annie will have the appearance of an elderly lady, weathered and ugly, with her ankle under a root. Her hooded cloak hangs low and wet over her face, and she seems to struggle with removing it while appearing trapped under the root as well.
Her lamp lay upon the ground, still lit. It’s yellow light flickers against the tall reeds surrounding her. (Success on a DC 14 Wisdom (Perception) or Intelligence (Investigation) check will note the lamp does not burn or smoke against the grass or reeds in any way). Those truly keen who use their action to make an Intelligence (Investigation) check and succeed against a DC 16 to look her over will discover she is, in fact, not trapped by this root, and they will also see through her Illusory Appearance.
When the trap is set, or if it is sprung prematurely, Lonely Annie will drop the ruse and rise to her feet, unveiling her true self. With her Illusory Appearance gone, her brown and green mottled skin glistens like wet rubber. Great bulbous fish eyes glare through hair resembling wet swamp grass, and her wide smile filled with sharp teeth dribble and ooze a black drool. Long claws, mud-caked and as long as small knives click and clack together with delight when she eyes her prey.
D&D Out of the Box

Will-o’-wisps as seen in the fifth edition Dungeons & Dragons Monster Manual. [Image courtesy Wizards of the Coast]

The lantern then reveals its true nature, and the light itself leaves the frame of the lantern to bob and weave about her form, giggling like echoing children who have found a new plaything. This light is no lantern, but a will-o’-wisp (Monster Manual, page 301) named Gix who serves its hag master like a loyal hound.
Lonely Annie now can bring her full Horrific Appearance to bear. Those who fail the DC 11 Wisdom saving throw are frightened, and given the nature of the terrain, might well fall in the mud trying to escape. Doing so means Lonely Annie can then pursue any fleeing foes easier and continue to use this ability.
If possible, she will use her Death Glare to reduce a frightened target to 0 hit points. If this happens, Gix will surely make his way to that target to use his Consume Life ability. Otherwise, Gix will remain close to his mistress and support her with Shock attacks. The terrain is of no consequence to Gix since he flies and can use Incorporeal Movement to simply pass through objects or creatures.
Should Lonely Annie be faced with certain doom, she is no fool. She will try to escape. Since she’s amphibious, she will dive into any available nearby pool and attempt to swim away. Should Gix still be around at this point, he will simply wink out and go invisible so as to pursue his mistress from the surface of the water.
If the PCs defeat Lonely Annie and Gix by driving her off, she will seek revenge against them at a later date. She will follow and torment surviving players by defacing doors and wagons with scratched threats and curses. Be sure to make her menace present, but not too frequent. Such threats only work when the PCs do not expect them.

Monsters

“Lonely Annie” – sea hag , as per Monster Manual, page 179, except as noted
“Gix” – Will-o’-Wisp, as per Monster Manual, page 301

Treasure

Out of the Box hag

Volo’s Guide to Monsters details a ton of cool lore and information about hags and other creatures.

A sealed leather bag containing one hag Item (Volo’s Guide to Monsters, page 62), a gold wedding ring (100 gp) with a finger still in it, an ivory cameo on a silver chain with the face of a girl badly scratched (25 gp), and a leather dog collar studded with pearls (and spattered in blood) worth 50 gp.

Complications

Despite the low DC on the special attacks of the sea hag, Lonely Annie can be dangerous in her favorite ground of the dusky swamp. When paired with Gix the will-o’-wisp, the abilities of Horrifying Appearance, Death Glare and Consume Life can create a chain effect that kills PCs regardless of their hit points, resistances, or massive armor class. Horrifying Appearance is not an Action and affects all who actively view her in a 30 foot radius, which can create a number of viable targets to start the chain effect.
Since this can create a save-or-suck paradigm, you may even wish to have Lonely Annie have a whole series of captives in some distant swampy lair, and just add the captured unconscious players to this collection. The threat of Gix is always there to let the captives know she can always kill them when she’s ready, and that torment might be enough for her (and you, at least for now). That’s your call as DM.
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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.

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