“Wooden Dragon” – Out of the Box #33 D&D Encounters
December 16, 2016
Introduction: One standard preconception modern gamers have about any fantasy world we game in is this – the common person is just as sophisticated as we are. Before you laugh, allow me to explain. It wasn’t too long ago in our history that we collectively believed the Earth was the center of the universe. We believed medicine was witchcraft. We believed tomatoes were evil. We believed that washing was bad for us. We believed that royalty were godlike beings. Visiting anything outside an hour’s walk was too far. News came by strangers, rumor, superstition, or what your local leader told you.
We’ve come a long way in our understanding of science, politics, geography, communication, and travel. Planes, cars, modern roads, medicines, and the internet have connected the world in a way our ancestors in the Middle Ages could never have dreamed of. This advancement has created a sophistication that even the most ignorant among us have over our ancient counterparts.
Building an encounter around this ancient ignorance and lack of sophistication means that you can create a rumor in a local town, village, hamlet or crossroads that could spread fear and superstition as quickly as a virus. Something we would, with our modern understanding, quickly dismiss as something else would have been accepted as fact back in that day. This gives devious villains or monsters a method of terrorizing a populace, and may well be a great spark to start your campaign.
Presented below is one such circumstance whereby a clever and devious sort uses simply timing and puppetry to paralyze a populace. I present to you “Wooden Dragon.”
Environment: Wilderness – best suited for a rocky pass, but put it where it suits you.
Suggested level: 1-3
Description: Many campaigns start with a “bandit” encounter or some other highway robbery. This encounter is one such “highway toll,” but taken with a different spin. The players will be making their way though a winding pass where the view ahead is obstructed by the terrain – typically rocky and difficult to negotiate. The pass will have the sun peering through it (so time of day and your own personal geography is important here), when the players will encounter a striking silhouette. It will appear as if a large dragon head at the end of a stout neck is peering low around the pass, blocking it. It will have bright eyes and a gaping mouth. Smoke will be issuing from its maw. A loud roar will issue form the beast, and a voice, speaking in Common, will proclaim, “Leave your valuables and turn back, and I might spare your lives!”
The dragon head awaits your response.
The players will have a few avenues open to them. The players can retreat. If they do so, the head will not move and no dragon will pursue. Feel free to keep this fact from the players though, unless they directly ask about it.
The players can talk to the dragon head. It will speak in a booming voice, and will only speak in Common. Characters who try to parley in Draconic will be met with silence and inaction. See below for why.
The players can charge and attack. Given the tables I’ve either played or DMed at, I’m betting this will be the majority of cases.
The Dragon Head is a construct of wood and canvas. It is operated by ropes and pulleys mounted to a framework behind the immediate pass out of view. It is being operated by a team of six Kenku, all of whom are being directed by Skrivix, the Bandit Captain. It’s he who’s talking, and the Kenku are supplying the roar. The head is equipped with a makeshift Flamethrower made from a clay pot of oil, some hosing, and a bellows. If the players flee, Skrivix will laugh and taunt the players. If they try to negotiate, Skrivix will demand their belongings or he will threaten to roast them alive. He will give unseen cues to the Kenku hiding out of sight to supply further roars, all of which will be magnified by the natural rocky structure of the pass.
Skrivix has three charges in his improvised flamethrower. If he feels pressed, he’ll use one to intimidate the players. Players who pass a successful Nature check (DC: 12, given the backlit sun) will easily determine something’s afoot. They’ll figure out this isn’t a real Dragon. It will take a further successful Insight (or even Perception) (DC: 10, given the Nature check) to figure out that deception is at hand.
If the party attacks the head, Skrivix will try to get off at least one gout from his improvised flamethrower. The flamethrower will act as a Burning Hands spell (Player’s Handbook, page 220, Dex save, DC: 13 for half damage). The head is made of wood and painted canvas, and if they attack it directly, it has an AC of 13 and takes 30 points to destroy or render inoperative. This will expose Skrivix to normal attacks. If the players use Fire attacks on the Dragon head, this might set the head ablaze if it actually catches fire (DM to determine, but fire and canvas are generally quite flammable). If the head does catch fire, roll a d20. On the first round, the flamethrower explodes on a five or less. Every round thereafter, add 5 to the chance. (10 or less, 15 or less, explode). If the head explodes, it forces a Dexterity saving throw in a 10 foot radius, DC: 15, 4d6 Fire damage, save for half. Shrivix will have Disadvantage on this save. The Kenku behind the rocks will have Advantage on this save due to their cover. The players can try to shoot ranged weapons into the “mouth” of the head to hit Skrivix, and if so, he has three-quarters cover. This will afford him a +5 bonus to AC (making it an AC of 20).
If the players attack the head in melee, the Kenku will abandon the puppet show and climb to the top of the rocks and shoot their shortbows down on the players. They will have +2 to their AC for cover. Characters can scale the rocky surface to engage the Kenku in melee with a successful Athletic check, DC: 12.
Skrivix will have a hard time trying to escape, even if he wanted to, but the Kenku certainly will if things go poorly.
Monsters: “Skrivix” – Bandit Captain (1) – As per Monster Manual, p. 344, except as noted.
Kenku (6) – As per Monster Manual , page 194.
Treasure: Each Kenku will have some pocket change (3d6 gold pieces). Skrivix will have the same amount of gold, as well as 2 gems worth 50 gp each and a large silver key. The key, just as an object, is worth 10 gp, but feel free to have it belong to a lock of some kind in the future.
Complications: This encounter is pretty straight forward. It’s not intended to be too complicated. The worst thing that could happen is the explosion of the improvised flamethrower device. This is significant damage to a low level party, and may prove fatal. The improved flamethrower itself will be massively bulky and cannot be easily carried. The whole device is easily 200 pounds, takes three large components and at least two people to operate. It’s cobbled together and will not survive travel. If the players insist on trying, have an Intelligence/Tinker Tools check, DC: 20 to safely disassemble it and distribute the weight. If they fail this check, it either explodes or is rendered useless (50% chance of either one, see above for damage). Even then it will take a successful Intelligence (DC:15) to reassemble and to operate. Failure will have the same result as above. It’s up to the individual DM whether or not to allow this device.
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