“The Dogs of War” – Out of The Box D&D Encounters # 29
November 18, 2016
Introduction:
This game is filled with assumptions. Perhaps that’s because our life is filled with the same. We assume when we see how a person is dressed that they have a level of intelligence or wealth. We assume that someone may have a specific level of education if they have glasses.
These same assumptions carry over into D&D. One thing I like to do is shatter assumptions. This encounter is all about that. Below you’ll see a race filled with assumptions involved with a monster that bears it’s own. When we turn these assumptions upside down, we can truly surprise a jaded group of players.
Environment: Wilderness/Forest
Suggested level: 4+ (add more Wolves if you want to raise the level)
Whether traveling at night or while camping in the forest, the party will either hear signs of distress or arrive at an abandoned horse-drawn carriage. The horse will be dead. It appears slaughtered as if torn apart by a wild animal.
Surveying the outside of the carriage will reveal that both rear wheels have been damaged to the point where they are shattered at the bottom. A simple survey of the surrounding area (Intelligence: Investigation check, DC: 10) will reveal that this carriage has dragged the damaged wheels for quite some time.
The carriage itself has a door on either side of it and a coachman bench on the front. No coachman is posted at the front of the carriage, and both side doors are ajar only a crack. No light comes from within. If the players check, the doors open easily.
The sight inside is horrific. Two bodies, roughly human-sized, lay within. They have been brutally slain. The interior is an abattoir of severed limbs, blood, and torn upholstery and clothing. There is nothing of value within.
At this point the characters will hear (Passive perception DC: 10) a low voice calling out “Help…me…” from the dark forest ahead. Should the characters investigate, they will approach a large tree, and peeking out from behind will be a young Halfling adult male in torn clothing (Perception or Investigation, DC: 12 – it’s coachman’s garb) covered in scratches, blood and mud. He will appear frightened and suspicious of strangers. He will engage the characters in conversation, but will not readily come out of hiding. If questioned, he will indeed confirm that he is the coachman, and that his name is Bingley. He will claim Wolves attacked the carriage and that he barely escaped with his life. Feel free to require Persuasion rolls (say, DC: 15) to divulge the information, or have it come out through roleplaying to speed things up.
When they get him to divulge his name, the howls of Wolves, not far away, will echo through the woods. When that happens, have Bingley whimper audibly “Oh…no…” Bingley will then claim that he is hurt and needs help escaping. Should the characters volunteer an Insight check, a successful DC: 15 check will reveal that some form of deception is at hand. If they do not ask for an Insight check, do not volunteer one. Allow the events to unfold naturally so as to surprise the players. If the players discover/realize that he is lying, or if he can lure them in close, he’ll transform into a Werewolf and howl to call in his wolf pack allies. Those four Wolf pack mates will arrive at the beginning of the next round. They will attack in two flanks with two attacking from the right flank and two attacking from the left. Wolves are pack-oriented team players. They will work as a team.
Monsters: “Bingley” – Werewolf – As per page 211 of the Monster Manual except Small in size.
Wolf (4) – As per page 341 of the Monster Manual
Treasure: None.
Complications:
The biggest possible complication is the possibility of being afflicted with Lycanthropy. The rules for this are detailed on page 207 of the Monster Manual. To simplify that procedure, anyone bit by the Werewolf must pass a DC:12 Constitution saving throw or become infected with the curse. If the character embraces the curse instead of fighting it, the character’s alignment becomes that of the Lycanthrope. It is up to the individual DM how gradual or instantaneous this change is, or if the full change into the lycanthrope places the character under the DM ‘s control. A character that wishes to fight the curse should be given roleplaying or other avenues to seek a cure. The point of a game like this is to provide great stories, and a cursed hero seeking a cure is most definitely a great story. Feel free to allow that to unfold.
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