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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > Out of the Box D&D Encounters, Series 2, #38 – “Shadowboxing”

Out of the Box D&D Encounters, Series 2, #38 – “Shadowboxing”

Out of the Box D&D Encounters, Series 2, #37 - "Ambition"
Out of the Box D&D Encounters, Series 2, #39 - "Dangerous Fruit"

Out of the Box introduction

One of the common tasks every Dungeon Master has to balance is the challenge rating of a creature or group of creatures. Sometimes player characters throw DMs for a loop and either split their group into smaller units or recruit or summon allies at the last second, both of which can truly alter a battlefield. This alteration can either make an encounter more challenging than planned, or become underwhelming and anticlimactic. Either can be frustrating for both players and DMs. Both players and DMs desire a fun and dynamic night of gaming, so this pursuit of the right level of danger can be elusive by times.

A shadow as seen in the fifth edition Dungeons & Dragons Basic Rules. [Image courtesy Wizards of the Coast]

The following encounter introduces a sample mechanic to facilitate rapid change to an encounter strength. Hopefully, this can both allow a DM to crank up the danger setting to allow for unexpected allies, or can be used to create a custom number of combatants for lower challenge ratings. We’ll accomplish this through the use of a lantern, campfire, candle or other light source, and combine that with an environmental effect or special villain ability to generate allies from the shadows the villain casts. These shadows need not be the actual shadow undead, as they tend to punch well over their challenge rating. The shadows created could simply be duplicate minion versions of the villain using the mystical light source to generate them. Adding a shadow’s vulnerabilities and immunities make them special. For the purposes of detail, these shadows will not be undead – they will be constructs.

Environment

Dungeon

Level

4-5+ (see below)

Description

This circular chamber of stone is lit by a singular, albeit large, lantern. This lantern more resembles a cage of black iron with a spiked frame around it, suspended by an equally thick, black iron spiked chain from the ceiling.
The flame within the lantern burns like a campfire, issuing a thin trail of smoke wandering up the chain like a snake to the metal fixture from which the chain suspends. These flames cast multiple shadows from the six equidistant buttresses supporting the walls, and illuminate the 20 ft. high walls and slightly domed ceiling. Also lit is the stairlike stone steps, easily 5 ft. wide and rising up to a 10 ft. high, 5×5 ft. platform upon which rests a carved stone chair.
Seated in this chair is a dour-looking humanoid, red of skin with long black hair. His yellow catlike eyes peer at you as he rests his chin in one hand in boredom and expectation. In his other hand he holds a staff on both ends with similar black iron to the lantern. His grey tunic is unadorned, much like the black leathers he wears over it. He scrunches his leonine nose at you in disgust.

“Your entrance here,” he rumbles in a baritone voice, “may have been easy. Your exit will not. Explain your presence in whatever simple tongue you speak quickly or face the judgement of the flame.”

A hobgoblin devastator as seen in the fifth edition Dungeons & Dragon’s Volo’s Guide to Monsters. [Image courtesy Wizards of the Coast]

This is Yuloungbuyet, hobgoblin devastator (Volo’s Guide to Monsters, page 161), and high wizard of the Warlord. He will suffer no fools or clever talk. He has no humour. He trusts no one. What he said was what he meant.
The PCs have all of one turn to talk, or things will not go well. The PCs will likely assume he is alone. and will probably not want to parley in any meaningful way. This works fine for Yulongbuyet. He assumed they would attack anyway, and is ready for it. Unless the party were invisible by some means, or otherwise unseen, his expectation and paranoia of attack will grant him advantage on the first round of initiative.
On his first round, two things will happen. First, he will use his action to cast fireball, and will use a bonus action to slam the butt of his staff upon the stonework of the dais, (or the floor if he’s there) to cause the large lantern to flare.
When that happens, the lantern will duplicate his shadow and have six shadows appear, one from each pillar. These shadows will have the same stats as a hobgoblin, with three exceptions. They will be constructs, they will be immune to necrotic and poison damage, and will be vulnerable to radiant damage.
Because of Yuloungbuyet’s Army Arcana feature, his allies (constructs) will automatically succeed and take no damage from any spell he casts that includes himself or them in any area of effect. Furthermore, each turn he can catch one creature in a damaging spell attack who is next to one of his construct allies, he can inflict another 2d6 damage (use the spell to determine the spell type) all thanks to his Arcane Advantage ability.
The hobgoblin devastator will not hold anything back, and is a logical and cunning combatant. That means he will fight to the best of his ability. If that means fireballs and lightning bolts, well, that’s what it means. He is studied in the arcane arts, and so will use his spells wisely with regard to any defenses. Between the shadow constructs, his spells, and these two abilities, the PCs will either try to focus their attacks on the hobgoblin devastator, or will try to snuff the lantern.
The lantern is considered a magical source of fire, so cantrips like control flames or prestidigitation cannot quench it. Dispel magic might, but will require success on a DC 16 check versus a 6th-level spell to do so.
Yuloungbuyet will not want either of these to happen, so he will focus his energies on downing spellcasters when possible. If it appears he will be defeated, he will cast either fog cloud or fly and escape. Otherwise, he will pour on as much damage through spells as he can, all the while being supported by his shadow minions. Should his minions be destroyed, he can use a bonus action on his turn, if available, to create more by banging his staff on the stone. He can do this three times before he must await the next dawn.
The lantern and the staff only work with each other, and only in this room for which they were constructed. The shadow constructs will not leave this chamber, and will disappear if the light is somehow blocked by, say, dispelling it or blocking it with a darkness spell.
Yuloungbuyet’s spellbook is not on his person. It is located in the supporting stairway dais, hidden inside a secret compartment. This secret compartment require success on a DC 20 Intelligence (Investigation) check to locate. A successful DC 17 Intelligence (History) check from a dwarf will accomplish the same task, due to the Stonecunning trait.

Monsters

Yuloungbuyet – Hobgoblin devastator (1) – as per Volo’s Guide to Monsters, page 161. Alter his AC to 14 to account for his studded leather armor +1.
Shadow hobgoblins (6) – Shadows as per the Basic Rules, except as noted: creature type is construct; damage immunities: necrotic, poison; damage vulnerability: radiant. (Note Complications below for possible alterations)

Treasure

Yuloungbuyet’s spellbook, which contains all of his spells as indicated in the stat block. He also carries a pouch which contains 7 polished bloodstones (50 gp each)

Complications

This is the very reason for this encounter – complications based on the difficulty. Yuloungbuyet can dish out serious punishment, and is a ruthless opponent. If the characters are struggling with him, reduce the number of shadow hobgoblins. If the PCs look like they’re having an easy go of it, feel free to make one or all of the shadow hobgoblins into standard shadows to really crank up the danger.
The shadow hobgoblins are the key to altering the damage potential and challenge of this encounter. If the DM has serious concerns about how their players might handle this, feel free to remove the special ability of the lantern altogether, or have it factor in later in the combat. The lantern is a manifestation of an alteration mechanic. It could just as easily be a pool of water or a fire that creates appropriate elementals. It could be a floor strewn with bones that spawn skeletons. It is merely one example of this kind of mechanic, laying the groundwork to insert similar models into your campaign. Feel free to experiment.

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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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