Out of the Box D&D Encounters, Series 2, #9 – Bandersnatched
July 21, 2017
Introduction
In a previous encounter within Series 1 (Auntie Knows Best) there was mention of a Hag Eye. This device was being employed in a manner to draw the characters into the clutches and machinations of a green hag by the name of Auntie Treeshadow. A later encounter introduced a night hag in a mercantile manner (Madam Versiliplex’s Magical Wonders) whereby the items were not exactly what the players may have bargained for.
Either case is an example of how the players might become entangled in the web of a hag’s manipulation, although neither is truly desirable by any sensible player character. Though it may be fun for the Dungeon Master and create great drama and plot hooks, it’s a rare occasion where the PCs come out on top in these instances.
To be fair, banderhobbs might be a weapon in the tool chest of any hag. Mine are but examples. Hags are but the beginning of these entanglements. Whether by the plots and manipulations of one, by a curse, or perhaps a cursed item, a PC may seek to end their relationship with these foul beings. Such a break-up rarely ends amicably.
In some cases, a hag may wish to employ a banderhobb to either retrieve a player character, the loved one of a PC, or the last known holder or wielder of a hag item. To properly employ such a creature, the DM will want the right set up.
Just springing such a creature on the party robs that possible encounter of any suspense or tension. Therefore the proper use of the Shadow Step ability is key. Set the stage with dim lighting indoors or outside. Remove sounds of natural wildlife outdoors, as crickets, frogs, birds and the like respond to the presence of this monstrosity in their vicinity. Optionally, if this encounter occurs indoors, it may be that indoor vermin out of sight under carpets, behind curtains, or hiding under beds scurry into the light to try and get out of any open doors or windows. To the wise, this might be an indication of impending danger.
Environment
Wilderness/Forest
Level
5
Description
As evening sets and twilight takes over the forest mantle, the party of PCs settle down for the night. In typical fashion, a small campfire might be lit and watches may even be set. What should be a typical night in the wilderness begins. A clever DM might wish to have one or more of these nights pass uneventfully, lulling the player characters into a false sense of security.
Then, should a specific character’s Passive Perception exceed 15 or they choose to roll a Wisdom (Perception) check against DC 15, they will notice the natural fauna (crickets, frogs, birds, etc.) are making no noise. If the PCs do not succeed in this check, feel free to give the banderhobb surprise on it’s first turn.
The initial attack will start from its maximum range of 15 ft. A tongue shooting out from dim light, shadow, or total darkness to attack a PC should create the appropriate horror dynamic. To create the correct context for this and to remove any sort of ambiguity with regard to how this is intended, have the banderhobb throw a simple object like a stone or chunk of wood among the other PCs that has a magic mouth spell on it as a bonus action. The magic mouth will activate and then cackle at them in the hag’s voice (whomever that specific hag is) and boast a warning at the PCs. A typical example might be something akin to “No one betrays the wishes of (insert hag name) without some consequence, little ones (insert mad hag cackle).”
What will occur from this point is simple combat – with one exception. The banderhobb has a singular order – collect a specific character or NPC. It cannot do so by fighting to the death. If it swallows this PC or NPC, it will use Shadow Step to “bamf” from dark area to dark area on his way back to its hag mistress.
Allow the players to track this banderhobb despite its Shadow Step ability through such means as dropped clues, Intelligence checks to remember where the hag might be, or similar skills or checks. The intent is to channel the PCs back toward the hag/hag coven in question. Remember, any target swallowed by a banderhobb will become stable when reduced to 0 hp, so the PC’s life isn’t in question until it gets back to the hag of origin. Questions may arise among the party about resting or pushing when it comes to pursuing the banderhobb during a lengthy pursuit.
Allow such discussions to continue. Discovering player priorities and problem solving methodology is an important source of information for aspiring DMs.
The banderhobb does not care about such discussions. Its mission is to retrieve and return a particular PC for its hag matron. Remember this when running this encounter. Knowing the purpose and intent of any creature in an encounter is imperative – it defines everything they do and are.
Monsters
Banderhobb (1) – As per page 122, Volo’s Guide to Monsters
Treasure
None, unless you count your friends and allies as treasure
Complications
Wow. Complications. Okay, so if the banderhobb fails in its mission you can suspect the particular hag will try again with either another banderhobb or perhaps a charmed NPC or beast. The hag will continue, perhaps even more stubbornly with the loss or death of an expensive and likely hard to summon banderhobb. PCs that successfully rescue their ally can expect more attempts at retrieving a colleague.
Should the banderhobb be successful it may become necessary to declare the unholy act of “splitting the party” and running separate events for the captured ally/PC and the pursuing party. Discuss such things with any players you might have at your table who have been successfully abducted to see what avenues of story building they’re like to pursue. The other PCs may well arrive to find the captured party member/NPC has become a warlock to said hag (fiend or fey depending on the hag in question), creating its own origin story on character creation.
Knowing the specific hag that created, summoned, or used the banderhobb will certainly determine its use and where this story will end. Knowing that important fact will determine the rest of the encounter’s course and target. Keep that in mind should you choose to use “Bandersnatched” at your table.
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