Need a challenging solo monster for your 5E game? Here’s a fantastic construct that can dominate the battlefield.

Clockwork War Dragon

Large construct, unaligned

Armor Class 18 (Natural Armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 23 (+6) | DEX 16 (+3) | CON 21 (+5) | INT 10 (+0) | WIS 8 (-1) |CHA 19 (+4)

Saving Throws DEX +7, CON +9, WIS +3, CHA +8
Skills Perception +8, Stealth +7, Survival +4
Damage Resistances Fire, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine
Condition Immunities ExhaustionGrappledParalyzedRestrainedStunned
Senses Blindsight 30 ft., Darkvision 120 ft., Unknown: Ethereal Vision — the Clockwork War Dragon can see into the Ethereal Plane
Passive Perception 18
Languages Telepathy 120 ft. or line of sight. Can receive thoughts but cannot communicate via telepathy.
Challenge 12 (8,400 XP)

Immutable Form. The clockwork war dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The clockwork war dragon has Advantage on saving throws against spells and other magical effects.
Magic Weapons. The clockwork war dragon’s weapon attacks are magical.

Actions

Multiattack. The clockwork war dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The clockwork war dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity (Acrobatics) saving throw, taking 56 (16d6) fire damage on a failed save or half as much damage on a successful one.

Cunning Action. The clockwork war dragon can take a bonus action on each of its turns to take the DashDisengage, or Hide action.

Reactions

Clockwork Stalwarcy. If the clockwork war dragon is knocked prone, it immediately rights itself without a movement penalty. It executes a counter-knockdown, and the attacker that knocked it prone must make a DC 17 Strength (Athletics) saving thrown or be knocked prone themselves.

Legendary Actions

The clockwork war dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Force Eye Beams. Glowing red darts of Ethereal force launch out of the clockwork war dragon’s eyes. Each dart hits only one creature of its choice that it can see within 120 ft. Each dart deals 1d4 + 1 force damage to the target. The darts strike simultaneously and are a single attack.

The clockwork war dragon prioritizes unconscious targets with its eye beams, inflicting 2 failed Death Saves on an Eye Beam attack.

Death Spiral Tail Launch. The clockwork war dragon launches its tail at any target within 30ft. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 17 Saving Throw or be knocked prone. Once the attack is complete, the tail retracts back into the clockwork war dragon’s body.

The clockwork war dragon prioritizes unconscious targets with its tail launch attack. If the attack renders an attacker unconscious or if the victim is already unconscious, then upon a successful attack, the tail skewers the victim and retracts, bringing the body to its metal jaws. The clockwork war dragon then bites the quarry in half, killing it instantly.

Spike Launch. Each creature within 15ft. of the clockwork war dragon must make a DC 17 Dexterity (Acrobatics) saving throw, taking 8 (2d8) piercing damage on a failed save or half as much damage on a successful one.

Description

The terrible clockwork war dragon is part flat-black scaly flesh, part clockwork, in the shape of a dragon, designed as a killing machine from days long past. Once awakened, the construct goes active.

The construct, absent any coded telepathic commands from its long-dead makers, will rampage until destroyed. At one time, these creatures had extensive programming, but the relentless march of time has degraded its ability to function as an intelligent war machine. While it can leap and fly about, if it “decides” that a target needs neutralizing, it will engage in bite-range combat at the expense of using the landscape or aerial combat to its advantage.

Once in combat, the clockwork war dragon fights to the death.

Stalk Mode

Sometimes, due to its malfunctioning thought process, the construct will go into “stealth” mode and skulk about an area, usually at night. It will decide which creature in this arbitrary area poses the greatest threat and attack from the shadows, opening with a breath weapon attack.

The Tragic Nature of the Clockwork War Dragon

While it can receive telepathic communication, its creators designed the construct to respond to an encoded language. They did not give the clockwork war dragon the ability to speak back. However, over the centuries, this tragic monster “leaks” strange visions of symbols, a trait it acquired to make sense of the relentless loneliness it developed after its creators abandoned it.

If an expert in Arcana or Medicine examines the corpse of the construct once it is defeated, a DC 20 Intelligence (Arcana) or Wisdom (Medicine) will reveal the flesh of the creature was at one point an actual dragon, the brain removed in the process of magically fusing its body with the construct.

You can find the Clockwork War Dragon on D&D Beyond by clicking here: https://www.dndbeyond.com/monsters/1246836-clockwork-war-dragon.


Behind the Scenes and Playtesting

We designed the Clockwork War Dragon as a Deadly encounter, and in the final playtest, the construct killed one PC and brought the party to the brink of a TPK. A Deadly encounter is an encounter that has a reasonable chance of killing half the party. In the playtest that dropped a PC, the Clockwork War Dragon was unable to rechange its breath weapon–but if it did, it’s a mathematical certainty half the party would have died. If the recharge brought down the party’s remaining healer, the Clockwork War Dagon would have finished off the survivors. A TPK.

Death Spiral Design

A bad decision, panic, poor teamwork, and of course, bad dice rolls can start a “death spiral” at the game table. This monster has the tools to kill unconscious victims (in 5E, PCs making Death Saves), both up close and at range. PCs that take damage from a successful attack and are Unconscious automatically fail two Death Saves.

In lore, the people creating this construct were both merciless and desperate. Clockwork War Dragons weren’t the worst thing they created, but they were one of their most effective killers, going so far as to dominate an encounter with an enemy and then hunt down fleeing opponents one-by-one.

As a DM, before using this monster in an encounter, think about the challenge outside of its mathematical rating. D&D is a game. Games have win and fail conditions; otherwise, it would not be a game but a convenient “story-telling” device. This monster was used in play-testing in a campaign–the players had an understanding that something bad was going to happen, so they prepared appropriately. And that’s exactly what happened–something bad.

The players enjoyed that encounter and now suspect that something awful happened to the people who used to inhabit their lands long ago. If those bygone people created this monster, what else did they create? And why? Looking at the clockwork strewn about the battlefield, the PCs have more questions than answers–and they are not sure they want the answers.

Good players need a good challenge, and a good challenge is possible within the confines of the rules for creating monsters without a bunch of tricks, hand-wavum, or tossing waves of monsters at the PCs until one drops. Often you hear that 5E is too forgiving as a rule system. This is definitely not true. What is true is that many DMs are too forgiving. Well, and the DMG doesn’t give proper guidance in creating encounters and monsters based on player makeup and role-playing game theory.

Here are the particular attributes that make the Clockwork War Dragon a formidable opponent:

Challenging Attributes

  • Fire breath weapon: this is a young red dragon’s breath weapon, with a standard rechange on a 5 or 6 on a six-sided die, rolled at the beginning of its round
  • As a construct, it is resistant to all forms of magic via its magic resistance in addition to other immunities and resistances
  • The physical attacks also come from a young red dragon and are specific to a CR 10 monster.
  • The cunning action bonus action ability adds a high degree of versatility, and deadliness, to this monster. It can move around the battlefield or even hide in gloomy terrain each round, like a rogue.
  • Its reaction is specific to its clockwork nature: the clockwork war dragon creators did not want to make it any bigger than a Large creature. Knowing that other Large creatures could knock it about, they gave it an “anti-prone” counter-attack.
  • The monster’s legendary actions separate this beast from a CR 10 monster template, adding to the challenging rating appropriately. When there are no unconscious PCs on the battlefield, they serve as extra damage per round. When a PC goes unconscious, it uses them to kill a PC and remove him or her from the battle, as it was designed to do as a war machine.
  • Finally, the Clockwork War Dragon does not communicate. It cannot be bargained or reasoned with. It exists only to kill and destroy, and a tiny part of it wishes someone, anyone, would put it out of its misery.

Alternate Versions

A fallen kingdom or empire created the Clockwork War Dragon long ago. However, it would be easy to modify the beast as a new creation for a supervillain’s minion. Increase it’s Wisdom to 12 and raise it’s Survival Skill to +7. Here it becomes a relentless tracker.

Another modification would be to add a swim speed and the amphibious trait.

Burials of Teganshire Post 31 of 30.

Harken ye to the master table of the 30-Days of Burials of Teganshire Posts.

Which one was your favorite? Leave a comment and discuss!

Index of Burials of Teganshire Marathon Posts

Post

System

Type

Link

1

RPG

Running the Game

2

RPG

World-Building

3

RPG

World-Building

4

RPG

Plotting

5

RPG

Design

6

RPG

Running the Game


7

RPG

Plotting


8

D&D 5E

Encounter & Monster


9

Pathfinder 1E

Encounter & Monster

10

RPG

Plotting


11

D&D 5E

Design


12

RPG

Humble Brag

13

RPG

Encounters


14

D&D 5E

Backgrounds

15

D&D 5E

Design

16

D&D 5E

Design

17

D&D 5E

Feats

18

RPG

World-Building

19

Pathfinder 1E

Design

20

RPG

Burials of Teganshire


21

D&D 5E

Monsters

22

Pathfinder 1E

Monsters


23

RPG

Running the Game

24

RPG

Burials of Teganshire

25

D&D 5E

Monsters


26

Pathfinder 1E

Monsters


27

RPG

World-Building

28

RPG

World-Building

29

RPG

Plotting

30

RPG

Design


31

RPG

Running the Game

This post!


Burials of Teganshire on Indiegogo

Wait until you see upgraded Crossbow Man in the next module!


Previous 30 Days of BoT | The End!

 

A Demon Crocodile

Burials of Teganshire Post 25 of 30

The successful funding campaign is over, but Burials of Teganshire is still available on Indiegogo’s InDemand service. Click here to get your copy! https://igg.me/at/teganshire

Is there an evil obelisk or demon in your swamp? Well, eventually, a demon crocodile will appear, and low-level PCs are in for a swim. A SWIM OF DOOOOOOOOM.


D&D Beyond Entry: https://www.dndbeyond.com/monsters/1088677-demon-crocodile

Tales of Lothmar Beastiary: the 5E Demon Crocodile

Demon Croc
Description

Described by a ranger as “a jaw of doom attached to a body composed of hate and malice,” the demon crocodile is a manifestation of demonic corruption in a swamp or wetland.

Purely evil, the demon crocodile exists only to kill and will do so not only to feed itself but out of spite and enjoyment. Usually found in pairs, one demon croc will try to pull a victim underwater while the other croc lies in wait, hiding, to attack any swimming rescuers. The pair is not above surfacing a grappled victim to show any onlookers the horror of the attack. Once satisfied others have seen the display, they pull the victim underwater again.

Demon crocodiles are fast land runners, and will tirelessly run fleeing victims down. They will attack anything except a demon and innately target clerics or paladins wearing a holy symbol first, regardless of tactical significance. Drowning a good-aligned ranger is one of their favorite pastimes.


Back our new adventure on Indiegogo’s InDemand service, and support us making more monsters such as the DEMON CROCODILE! Click here to get your copy of Burials of Teganshire! https://igg.me/at/teganshire

Burials of TeganshireCrossbow Man faces a foe a bit tougher than the demon crocodile. 


Previous 30 Days of BoT | Next 30 Days of BoT


Burials of Teganshire Post 19 of 30

Bound accuracy is the D&D 5E concept in which the escalator ramp of bonuses caps out, thereby simplifying game attributes like armor class, attack bonuses, skill checks, what have you. It’s cool, I like it, and Pathfinder 1E doesn’t have it, and I don’t care. So, why bring it up?

Bound accuracy dramatically simplifies things for the player and DM. Still, it muddies the waters when it comes to designing 5E encounters because it places a significant burden on the DM for making things hard and challenging. Pathfinder 1E, with well-established escalation calculations, it does not suffer, for the most part, from this design burden.

But we can steal other concepts from 5E. We just need to be a mite bit careful because of that very lack of bound accuracy.

Recap: the Pathfinder 1E Action Economy Dominates Everything

Three conical sources explained the Pathfinder 1E action economy, available some time ago:

ACTION ECONOMICS 101: https://gamingeveryman.wordpress.com/2014/02/24/55/

ACTION ECONOMICS 102: https://gamingeveryman.wordpress.com/2014/03/03/action-economics-102/

And the highly recommended parent, original PDF: https://img.fireden.net/tg/image/1460/77/1460773144850.pdf

All by Alexander Augunas.

The gist is summed up here:

4. The game is built with the assumption that the PCs will win an encounter, and it isn’t until CR +4 that the encounter is a fair fight between the PCs and their opponents. We can prove this because placing a party against a Linear Guild party is always a CR +4 encounter.

5. The most effective way to design challenging encounters is to overwhelm the action economy in the antagonist’s favor. When the enemies have more actions than the PCs or the PCs’ actions are restricted, encounters are challenging.

Just like in 5E, the “Deadly” encounter CR (CR+4) is where the killing monsters portion of Pathfinder becomes fun.

Tweak the Pathfinder Action Economy for Your Villains with these 5E Mechanics

In Pathfinder, talking an Encounter from CR+4 to CR+5 can result in mass casualties at your game table due to the absence of bound accuracy (as noted above). But as the three articles by Alexander explain, challenging your PCs really starts with putting the antagonist ahead of the action economy curve. Using 5E Legendary, Lair, and Villain actions are a great way of maintaining the CR+4 encounter math and ramping up the difficulty.

As long as we avoid the pitfall of raising the CR with extra attacks.

Pitfall First

In Pathfinder, a CR+4 encounter probably has enough attacks to seriously damage a party. Adding additional attacks on initiative 20 (Lair actions), and after a PC (Legendary actions) can elevate the encounter beyond the CR+4 rule-of-thumb, more so than 5E. Depending on party class makeup, however, your PCs may be able to absorb that.

Add Legendary Actions to the Primary Monster

Either solo or with some buddies, Legendary Actions ramp-up the BBEG Action Economy:

At the end of another creature’s turn, a creature can use a legendary action. A creature with legendary actions has separate actions it can choose from. Each one costs a different amount of “actions.” Only one legendary action can be used at a time, and the creature cannot use legendary actions while incapacitated. The creature regains its legendary actions at the start of its next turn.

Legendary Actions Example

Here are some Legendary action examples that aren’t concerned with dealing a ton of damage. Every round, the BBEG gets 3 Legendary Actions:

  • Performs a swift action (Cost: 1)
  • Casts a cantrip (Cost: 1)
  • Move rated movement speed without provoking an attack of opportunity (Cost: 1)
  • Remove all detrimental conditions such as grappled, stunned, prone, etc. (Cost: 2)
  • All enemies within 15ft. are automatically pushed 15ft away from the Legendary creature (Cost: 3)
  • Target an enemy with a ranged attack without provoking an attack of opportunity (Cost: 1)
  • Webs fall from the ceiling in a 30ft. diameter area (Cost: 2)
  • BBEG goes invisible and dimension doors (Cost: 3)

Legendary action reference: https://duckduckgo.com/?q=5E+legendary+action

Add Lair Actions to Monster Lairs

Lair Actions occur on initiative count 20, (losing all ties). The monster can’t use the same effect two rounds in a row.

Lair Actions Example

Let’s use the lich from the 5E System Reference Document:

  • The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich, or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

We can modify that for Pathfinder 1E:

  • The lich rolls a d8 and regains a spent spell that level or lower. If it has no spent spell of that level or lower, nothing happens.
  • The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 20 Fortitude saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich, or the target is no longer in the lich’s lair.
  • The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 20 Fortitude saving throw, taking 30 points of negative energy damage on a failed save, or half as much damage on a success. The apparitions then disappear.

More on Lair Actions: https://duckduckgo.com/?q=5E+lair+actions

Add Villain Actions to Your Villainous Villains

What’s a villain action, you might ask? Watch this video, and it explains all. I’ve seen Matt use it and I’ve also used it, and it rules. Literally!

Ahem, sorry. Rule of thumb: pretend the monster is only going to last three rounds. Design accordingly. While this video is 5E specific, the majority of it applies to any D20 D&D derivative, such as 3.5 and Pathfinder 1E.

Action Conclusion

In Pathfinder 1E, there are tons of monsters, tons of villains, tons of adventure modules, tons of just about anything a GM could ever want or need.

The mechanics of the action economy does not change with all of those resources. CR+4 is your gold standard, and consider Legendary, Lair, and Villain actions an easy way to add not just flair, but adds actions to keep ahead of the PCs’ action curve.

And read Alexander’s PDF.


Our Indiegogo campaign ends soon, back today! 
Burials of Teganshire

Crossbow Man’s Action Economy Consists of Bolts. Many, many bolts.


Previous 30 Days of BoT | Next 30 Days of BoT


 

Burials of Teganshire Post 16 of 30

Yesterday we provided context for this post in picking apart D&D 5E’s balance problems—there are problems, and some of those problems are systemic. The fundamental issue on the table (literally haha) is that D&D is a game, and games require challenges. However, Fifth Edition of D&D contains mechanics that beneath the surface cause the game to stagnate, and also lacks practical guidance outside of combat concerning player dynamics.

We won’t be the first person to write about this and offer solutions, and we won’t be the last—but here is our take. This essay provides two solutions: game table changes, and encounter and monster changes.

Practical Solutions: Game Table Changes

Since the dawn of the game table, player dynamics, the interaction between players (and the DM), is the primary attribute in making the game challenging, or not.

That’s what makes the game so fun! It’s a social game. So let’s make some social solutions before we dive into mechanics.

Increase Player Agency

Increasing player agency, and thereby “Table Agency” removes the work burden from the DM of making sure each and every interaction with the game world has a homogenized difficulty. In the campaign, via the game world, there needs to be encounters and situations the players can “break into jail” and fail at.

We could go on-and-on about this topic (see: https://duckduckgo.com/?q=D%26D+player+agency) but suffice it to say “Dungeon Master as a Referee” (vs. “DM as a Story-Teller”) is going to go a long way in having players decreasing DM workload as they are the ones driving the story.

We’re not here to beat the Player Agency Dead Horse™. Just realize it’s the real game balance mechanic of D&D, the players’ ability to:

  • Have their PCs fail (deadly encounters the DM places)
  • Wander into a wrong place (static places in the world above their ability to emerge victoriously)
  • Fall to the whims of the dice not working in their favor (random encounter at the wrong place/wrong time)

If the players can’t fail, they don’t have agency.

Set Expectations Ahead of Time

Session 0 (https://duckduckgo.com/?q=D%26D+Session+0) is the opportune place to declare:

  • The game world has deadly static, random and status quo encounters
  • The players have the latitude to make choices that can get their PCs killed
  • Players are expected to use combined arms to overcome challenges
  • The campaign about to begin is more challenging than the last one
  • What PC classes will not be of much use in the campaign, so players will know which PC choices will be only role-playing centric
  • The campaign has mechanics to deal with PC death (see below)

Alleviate PC Death by Planning on It

  • Start using hirelings and henchmen—if a PC dies, the player can switch to playing one of those characters for the evening
  • Have backup character sheets ready to go, both premade by the DM and premade by the players. One possibility is the players make the hirelings and henchmen character sheets
  • Don’t sacrifice gameplay for the story, even if the PCs are driving the story. That is, if the current situation would make a new PC come into play seem silly, then it’s best to be silly rather than excluding a player. Then after a session, the player and DM can work on bringing a new PC online
  • Have a plan for what happens if everyone dies—the TPK. The idea is to have, as the DM, some predetermined direction, even if it turns out to be wrong, rather than be caught going—uh, what now for the game?
    This includes what happens in the campaign world and what happens at the table. Shoot for that player commandery that D&D builds so well—the game table heading to the pub to salute the fallen PCs and toast a game well played, even in defeat
  • Recognize that some players don’t care about their PCs living and dying; they care about playing well with what they have. Other players care about playing a specific PC, rather than about playing the game with expertise.
    Work with the players that invest time into their PC to also spend time in that PC’s legacy. In other words, have character-story driven players also contribute to their immediate world (friends, relatives, in-game spouses, etc.) beyond their PC, with the expectation that if the PC dies, the new PC comes from this work

Periodically Use Grim Story Mechanics

There’s nothing like showing, rather than telling game difficulty:

  • Secretly work with a player before the campaign starts to have that player die a messy death in Session One (ala MCDM’s The Chain)
  • Privately work with a player who decides they don’t like their PC to die a messy death in the game in a believable way
  • Use a “life is unfair card” (sparingly) that when the players send their henchmen to go do something (let’s run a henchmen adventure!), all the henchmen die in an encounter so dark and grim, your players vow revenge (really, only do this once) on the spot

Embrace Failure Conditions

Often people play D&D where failure in the module equates to a game that halts because there is no other condition than victory. When a DM designs a static encounter or even uses a commercial product, not having failure conditions predisposes against challenges. This is another instance of “Balance the Game Outside Combat.” Find more about that, and practical advice with failure conditions, here: BoT Post 10: When the PCs Lose the Players Will Win—the Hero’s Journey.

Practical Solutions: Encounter and Monster Changes

The previous blog post described the various issues around D&D 5E’s Challenge Rating system. Let’s put what we know to good use. D&D 5E supports a lot of flexibility, even when using online tools such as D&D Beyond, or various encounter generators.

Avoid Attrition Encounters

D20 is famous for its formulaic adventure design in Living worlds. Which is fine, because players know what is in store for them (far from me to declare Wrong Fun). They went something like this: 2 small encounters, a skill challenge, a short rest, BBEG showdown.

All possible encounters should have some semblance of verisimilitude—they are in the game because the game world, not adventure design, arranges their placement. Example:

Wanted Ward and June, two serial killers working as a team, are hiding at the bottom of an abandoned castle dungeon as they know the PCs are on their tail. More sinister murderers than kobold trap experts, they manipulate beasts and an aberration to populate the complex and set some traps to the best of their ability, trying to buy some time.

Are those beasts and traps attrition? They could be. But then again, the PCs could by-pass them. Or they could use the monsters to their advantage and send them against the evil duo. Or they could get creative and draw the pair out into the open.

Either way, the totality of the two villains here should stand on their own. Everything else is window dressing for the campaign world. In other words, the two villains give it their all in the final encounter. The PCs arriving there fresh is part of the game. If they stumble into every trap, do battle with every monster, make mistakes, that’s their issue to deal with.

Not the DM’s.

Use Non-Lethal Encounters to Enrich the Game, not just the (PCs) Story

Sometimes, dealing damage isn’t about anything other than:

  • Humor
  • Adding detail to the campaign setting
  • Letting players blow off steam
  • Experimentation

In one campaign, I have “island foxes,” a trio of foxes with unique capabilities. They can talk, but they’re foxes. They are brats. They can teleport from one island to the next. They will steal the PCs’ food. Laugh at them for no reason. They can do damage by shooting a firebolt out of their eyes.

Fox: “Hey, hey, PC. Want to see something funny?

PC: “Sure?”

Fox: (shots the PC with a firebolt)

Fox: Yeeeeeeahhh BOOOOOiiiiii!

PC: (rolls initiative)

Foxes: “Hahahahahaha!”

Foxes: (teleports away)

They are there only for comedic value and to reinforce that the world of the fey can be dangerous. The island foxes don’t have a challenge rating at all.

Man, I love those foxes. But I digress.

Avoid Artificial Restrictions on the Number of Deadly Encounters Per Short/Long Rest

Sometimes:

  • The dice go bad
  • The PCs make a mistake
  • A singular PC makes a mistake
  • The party doesn’t make any mistakes, but the circumstances conspire against them
  • A player complained the last encounter was too easy

Et cetera. At some point, the DM needs to cross a Rubicon: is this a story-telling narrative with rails laid by the DM? Or are the players reacting organically and making choices, good or bad, and it’s their world?

If the players have agency, balance by encounter restriction in such a flexible system such as 5E is not possible. Embrace the difficulty.

Make Meaningful Encounters Deadly: The Math

Some attributes need tweaking to making a tailored encountered deadly in a balanced way—we’re not talking about populating the game world, but putting together an encounter for an adventure.

APL + 3 to +5

Take the average party level and add 4, and then add monsters until the CR becomes Deadly, plus or minus one CR.

This is your baseline. Either one monster with Legendary or Villain actions (see below) or several monsters in the CR equals APL +3 to +5.

Adjusting for More than Four PCs

For every PC or henchmen or player run combatant in the party, add an additional monster at the parties APL, plus or minus one CR.

 So if you have six players at APL 6, adding two monsters, both at CR 5 (not combined!) to the mix.

Why? The CR system breaks down with the action economy. Within the scope of a Hard to Deadly encounter (using the math in the Monster Manual), players have a distinctive advantage over monsters of the same level. The game doesn’t account for this (it tries and fails), and that’s okay because most tables do not have more than four players.

But if they do, well, playtesting reveals that as long as the monsters you add are above the party’s average level (APL), adding a monster on par with their APL compensates for the dramatic change in the action economy. More on the action economy below.

Final Adjustment

When all is said and done, here’s the time to make sure that 1) the encounter is at APL +4 or more and 2) adding monster numbers because the monster design itself is weak, especially if the DM does not want to change the monsters’ design.

Make Meaningful Encounters Deadly: The Design

Putting together an encounter balanced for that right amount of difficulty also relies on design.

Adjust the Encounter for Crowd Control

Some parties’ class combinations have crowd control built-in, such as a warlock, wizard, or stun-moving monk. Some parties do not.

However, any party class combination can do crowd control, it’s just that some will be better at it than others.

Assume the party is doing crowd control, the hard way or the easy way: either place monsters at different ends of the map or add lower-level monsters to harass the party, regardless of what it does to the Challenge Rating.

The party doesn’t do crowd control? Well, that’s their problem, not yours. Surviving to run away and having a learning opportunity is an excellent motivator for combined arms paly.

Adjust the Encounter for Ranged Attack Opportunities

If the encounter has a mixed set of monsters, then some of those monsters need ranged options, especially if they are intelligent. If they are just a bunch of dumb animals, it makes sense to compensate for their lack of ranginess by having them move faster than usual (“These two tigers are ravenous!”) or some other adjustment such as invisibility, flying, incorporeal, or other nasty conditions.

Adjust the Encounter Terrain and Setting

If it’s difficult terrain, not a terrain built into the monsters’ CR already, then either leave the encounter difficulty as is or adjust one CR downward. But only one.

Traps make an excellent terrain adjuster, especially if a PC manages to push a bad guy into one.

Players should be able to compensate for difficult terrain outside of battle–that’s the instance where you want to leave the CR as it. “Surprise difficult terrain!” is when the CR adjusts downward.

Adjust the Encounter for Party Magic Items or Other Effects

This happens more frequently in other versions of D&D as 5E does an excellent job of providing magical items that are cool but still within the bounded accuracy design.

However, there could be instances where the party obtains an overpowering item, effect, or the game world or adventure has arranged for things to go the PCs way.

Here’s where the DM needs to do more design than math. Adding a monster to the encounter with the ability to negate that effect or item is cheezy. However, adding some dangerous monsters, beyond the CR, for the player with the magic item in question to use? That is cool. And the player will love it.

Players can forget to use an item (just tell them), the PC with the thing can be incapacitated or drop from an unlucky roll, etc. That be the breaks. And before anybody throws a yellow flag on this play, the same thing happens to bad guys—all the time.

Adjust the Encounter for Player Expertise

Some players are just good at what they do. If that’s the case, the DM should:

  • Consider giving the monsters a temporary effect that makes sense in the context of the game world-such as the cults sipping on what is effectively a potion of haste, giving them all haste during the battle. After six rounds of this monkey business, they all die
  • Add a Hard encounter right after the Deadly one concludes
  • Add a CC expert to the monster roll
  • Add an evil object to the encounter that radiates a curse for the PCs, or a bless to the monsters
  • Or both (warning: that’s difficult!)

Make Meaningful Encounters: Balance the Action Economy

And here we come to the balance issue of all balance issues, the action economy.

The Action Economy is a game term to describe how characters are allocated a certain mummer of actions per turn (used by the game’s overall mechanics). This is where things are indeed mathematically tricky for the players or the monsters. If monsters act 40 times a round and the PCs 15 (including bonus and reactions), well, that’s gonna be a problem. The reverse is also accurate, and if anything makes a DM wonder why things were so easy for the players despite the CR, there you go.

The D&D action economy is a popular topic: https://duckduckgo.com/?q=D%26D+Action+Economy

Heat up the Action Economy with Design

Give your bad guys reactions and bonus actions. To compensate for the added complexity of the monster, make sure what they can do as an action is limited to four or fewer things, and that includes casting a singular spell. Make the 5E “cut to the chase” design work for you.

This is not to say having a monster with a lot of actions to choose from is wrong. But it’s challenging to do that all the time. The more actions a monster has, the more experience and prep time a DM needs to run that monster.

Heat Up the Action Economy by Favoring Mixed Monsters

I wanted to make an encounter that was “semi-deadly” in that I wanted it to go south if the PCs made mistakes, but I also wanted the PCs to win the battle without running away (this was a journey of discovery to advance one of the player’s PC plots). They were five Level 6 PCs. I added:

  • A CR 8 Monster: a custom aberration
  • Two CR 5 red slaads

This is a deadly encounter. However, if I wanted it to be an iffy encounter, I would have added three CR 5 red slaads, as the paladin did precisely what she was supposed to do—she burst damaged the aberration. Again, the goal here was to not have the PCs get into a position where they run away. I wanted the encounter to be severe but survivable, but notice I didn’t do that by making it a Hard encounter. I just made it less Deadly with the maths. They still could have suffered a PC death—and almost did.

Why was I assured of victory for the party? Because they were way ahead of the Deadly encounter’s action economy. Adjusting the action economy one way or the other is a way to achieve balance or other goals.

Heat up the Action Economy with Villain Actions

What’s a villain action, you might ask? Watch this video, and it explains all. I’ve seen Matt use it and I’ve also used it, and it rules. Literally!

Ahem, sorry. Rule of thumb: pretend the monster is only going to last three rounds. Design accordingly.

Heat up the Action Economy with Legendary and Lair Actions

If your monster seems legendary, make it one. That’s 5Es approach to heating up the action economy and making legendary monsters a rip-roaring epic battle.

Overused, however, it deadens the impact.

And for that truly epic encounter, give your Legendary monsters Villain actions. In their lair. So the PCs have to contend with:

  • Action-Reaction-Bonus Action
  • Villain Action
  • Legendary Action
  • Lair Actions
  • Bonus: added minion actions

A Balanced Conclusion

This essay proposed two approaches to making your game balanced: changes to the game table and a host of functional changes to apply CR math, monster/encounter design, and the action economy.

If the players feel the game is teetering on a knife’s edge, and only a combination of skill and teamwork can save them from the villains’ villainy and the capricious whims of the dice—the game has achieved balance.

I leave you with the cover of our next module, which you should back on Indiegogo if you have not already. Crossbow Man and his companions hiding behind him are going to face a challenge. In playtesting, the monster usually brought down half the party before succumbing. In one instance, it brought down all the PCs except one, and that PC was the benefit of an NPC heal built into the encounter. The players were surprised, and when they won, they felt like they had achieved something meaningful and good.

One group high-fived. At that moment, the game was theirs, not ours.

Crossbow Man at the Bridge

Crossbow Man, I salute you. You are braver than I.


 Previous 30 Days of BoT    | Next 30 Days of BoT


Burials of Teganshire Post 15 of 30. Halfway there!

This is a two-part blog post. Today we’ll talk about the illusion of game balance, and tomorrow we go over what to do about it.

Here at Griffon Lore Games, we have a specific design philosophy built around game attributes:

  • People play games to have fun
  • Challenges provide more entertainment than “non-challenges”
  • D&D is a game
  • D&D is a freeform game
  • And 5E is a flexible freeform game

It’s that last bullet point where things go south, and when I was learning 5E, it’s the area that had the most struggle. I would make a “deadly encounter,” and the PCs would waffle-stomp the BBEG even though he had Legendary Actions. Why was that?

It’s because no book, formula or design can compensate for player makeup, player skill, amount and type of magical items, what spells the casters prepared that day, the synergic effects of class-combinations shared between your players’ PCs, and various other things up to and including caffeine level and if any player ordered a 12-pack of chili-cheese burritos from the Taco Bell secret menu.

Let’s do a deconstruction of the CR system (everyone else has done it, so let’s do it too!), and then talk about real game challenges for your table.

The CR: Recognize what the CR system is

The Challenge Rating system in 5E is:

“A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.”

This is a minimum standard

This is a minimum standard that does not account for all the variables at your table. We can talk about the maths, but let’s talk about design flaws:

A system built around no deaths is inherently easy. In D&D, a worthy challenge by its definition is a deadly one.

This system is combat-centric, ignoring for the most part, and even discouraging, PC damage outside of combat. “Well-rested” becomes an artificial box. Not a nice box, either, but that box at the beginning of Jurassic Park with a velociraptor in it.

The DM is an arbiter of the rule system used in the campaign world, but the system doesn’t quickly identify which areas to modify, other than increasing the CR. All it puts forth is a minimum standard. Which isn’t a bad way to go about it, as long as everyone knows what they are getting. It’s not a box of chocolates. It’s the velociraptor.

Any classification system is simply a means to an end

Personally, I like the CR system because it’s a taxonomy based on mathematical methods. Now, I would have done it differently, but a CR system, flaws and all, is better than no system! The intent of this essay is to not replace the system but instead to use it for our own ends.

I really super mega wish Wizards would have called it the Monster Challenge System. Because although there are skill encounters and trap encounters and environmental encounters, the CR system is all about monsters.

And monsters are only part of the difficulty. An important role, but there is more to the game that gets left behind for both page count and DM interest. Monsters are super-interesting, but it’s a chicken and egg thing here. We can make the other portions super exciting, too.

Game Difficulty is Philosophical Not CR Based

Understanding the mechanics behind the CR system isn’t necessary to make the game challenging and fun. The understanding of your players and where they fit in this role-playing game can give DM insights in using a CR system to their advantage. Here’s what you need to determine:

Single Player vs. Combined Arms

It is unfortunate but a cause of MMO popularity that some D&D players play the game in which they are a single player, and the other players, and the DM, are NPCs in their game.

That’s a poor way of playing D&D—the game is supposed to be a combined arms effect where each player contributes, via their PC, something the other players do not. This team play, when combined, overcomes difficulties and challenges.

You can’t make team challenges for a table full of single-players. Well, you can, but that’s going to be a short campaign when everyone TPKs.

D&D is a social game.

Game vs. Narrative

It is also unfortunate that some players in D&D love role-playing and could care less about “winning” the encounter, while others view D&D a game that you “win” by overcoming battles and care less about the role-playing.

A challenging game has both! And it relates to difficulty because some players will see the challenging combats as superfluous, and the other players will see challenging non-combat encounters as boring.

Now that, my friends, is Game Difficulty. For the DM. For decades now. Give me a CR system that fixes THAT, and now we’re talking!

Little is said that role-playing should be interconnected to the CR system.

But it should be.

The DM’s Mantra: “It is what it is.”

There’s an old publishing refrain (that comes from other places, too) that says, “It is what it is,” whereby there is a system so complex (the book industry) that when problems come up with a book, well, yeah, a problem was always going to come up.

And a game world is a complex system. It is what it is. There are too many pieces, too many player variables, too many situations where a DM doesn’t have enough time to figure something out. Or the opposite: has too much time and is now staring at a blank cursor in OneNote wondering where to start organizing what needs organizing.

It is what it is. Balance is an illusion because the game difficulty is a sliding ramp of DM arbitration used to make the game fun. As soon as the PCs master one portion of it, the DM needs to change it to become more challenging.

D&D 5E is freeform and flexible—so let’s use it to create an unbalanced system where the players are high-fiving each other after a difficult encounter. Nobody is going to high-five a balanced encounter. They’ll high-five after crawling out of a spike-filled pit with a bunch of poisonous snakes. And they have to crawl through a gelatinous cube. And the trap door over the pit is a mimic. And the snakes are on fire. Poisonous fire snakes. That can go ethereal.

Does that sound fair to you? Or balanced? Nah, bro, that’s about as unbalanced as it gets. But it sure does sound fun.

Tune in tomorrow, where we use the tools of the trade to game the system. No need to replace it—5E has everything you need.


Back Burials of Teganshire on Indiegogo today to get in on some challenging challenges!
Burials of Teganshire

Crossbow Man has issued a challenge: a BOLT TO THE FACE!


Previous 30 Days of BoT | Next 30 Days of BoT


 

Here at Griffon Lore Games, we love us some random encounters. Set up ahead of time, the dice adds that element of “game world interjection” that can (and often is) better than a planned encounter or static location. In this post, you’ll find two helpful tables of random road encounter goodness.

DMs can use the random encounter ability to interject lore into their campaign without the Terrible Lore Infodump™. A handy framework would look like this:

  • Geographical regions have their own table segmented out by locations. For example, Overland in the Viscounty of Kandra, On the Imperial Road, The Road Between Terganshire and Tegan’s Bridge,
  • Random encounter tables should have a day and night version
  • Random encounter tables should have a normal version and a hard version

Triggering the Random Encounter

Use one of the unsung dice heroes from RPG land, the d12. Roll a d12 when:

  • The players are moving overland, or in a large city, from point A to point B
  • Players arrive at point B
  • Every four hours
  • Players do something that generates attention

Resist the temptation to fudge the roll. The entire worth of the random encounter is the D&D game’s ability to mix things up in exciting and unexpected ways.

An 11 triggers an encounter. A 12 triggers an encounter from a table modified for difficulty. Roll 2d10 to select the encounter.

Many of your random encounter tables should have simple entires. When the area is short on monsters (in a civilized land), a more robust table provides flair.

Random Encounter: On a Semi-Patrolled Road

The Empire paved the Old Imperial Road in the Viscounty of Kandra—and now the horse-lords maintain it least their commerce traffic drops, and they lose tax income. However, in the land of the horse-lords, merchants are responsible for their own safety. While men-at-arms formally patrol the road, they are there to deal with issues after-the-fact, not to intercept trouble for weak and lazy travelers.

Once an encounter triggers, replace it with a new one for the next session, with “nothing happens,” until you replace it.

The below tables, while set in the Kingdom of Lothmar, are mostly generic with lore that a DM can easily change to suit their setting. And note these are encounters on a road, not camping in the woods at night! Unless the PCs are camping right next to the road itself.

Semi-Patrolled Road: 1d12 with an 11 Result

2d10

Day

Night

2 A passing merchant from the opposite direction with a horse and two mules, flanked by a gnome guard riding a war dog A camp-fire can be seen from a popular campsite, off the road, and on a bluff.

Camped there are a well-armed merchant and a competent guard—a gnome with a massive war dog. They’ll share a meal with friendly folk, but not their site

3 A letter courier, riding a swift horse, overtaking the party. He does not stop, but does wave. A letter courier, riding a swift horse, from the opposite direction. He stops and trades road conditions and regional gossip before moving on

 

4 A cloud of mosquitos hovering over the road A cloud of annoying mosquitos attracted to any light source

 

5 Four men and a watchful guard making a road repair The road here was obviously recently repaired

 

6 Circling vultures off the road. Upon investigation, a grizzly bear is munching on the corpse of a deer

 

A grizzly bear wanders into camp but will leave if shooed away.
7 An odd and unexpected change in the weather No change

 

8 An extensive merchant wagon train traveling in the same direction, complete with six guards Off the road, a wagon train with six guards camps for the night

 

9 A patrol of six lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning A patrol of six lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning.

If the PCs are friendly or indifferent, the patrol offers to camp with them, and share the elk they shot earlier

10 A local lord with his twenty men-at-arms, armored and armed to the teeth and all on horseback. If the PCs are wanted criminals, they give chase Several men, looking hungry and grim, armed with inferior quality weapons, ask the PCs if they can spare any food. The men are from a city, wanting to go somewhere else due to reduced employment opportunities. They have been contemplating banditry, but are not that desperate—yet

 

11 A merchant with a broken wagon, berating a lone guard trying to fix it A dead merchant and a broken wagon, filled with supplies for the general store in the next village. The merchant died of sword wounds

 

12 A trio of foxes chasing a hare run across the road A trio of domesticated foxes are on the side of the road, waiting for some food scraps

 

13 An old elf walking down the road. If questioned, the elf claims he is going to die soon, and always wondered where this road went. He asks PCs not to spoil it

 

A dead elf leaning against a tree by the road, a smile on his face. He died of old age
14 Over 200 King’s Soldiers marching down the road from the opposite direction. A scout on horseback asks the PCs if there is anything unusual from the direction they came from

 

Camped alongside the road is a small army of professional soldiers wearing the King’s livery. They do not approach the PCs. If approached, they state they are on King’s business, and the PCs need to move along
15 An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it disappears, and faint giggling can be heard
off in the distance
A group of pixies with a well-lit fruit stand. Payment must be made in silver only.

The fruit is fresh, even if out of season. If questioned on where they got the fruit, the pixies say, “the archmage gave us a few boxes in return for some dust.”

16 A ranger on a mighty warhorse with a rather large sword, a dual-bolt crossbow, and a hunting falcon, coming from the opposite direction, with a younger man. The ranger looks grim and capable, and the young man needs better shoes.

If questioned, the ranger indicates he and his nephew are going to visit a friend in a nearby city to talk about some religious matters

A beautiful woman and a young man, from the opposite direction, walking a rather large warhorse. They ask the PCs if they’ve seen their pet dire wolf.

If questioned, the woman indicates she and her nephew are going to visit a friend in a nearby city to talk about some religious matters

17 Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree

 

No change
18 Traveling in the same direction, a farmer, his son, and his comely daughter with a wagon of vegetables and fruit bound for the next town.

If questioned the farmer is friendly, and claims crops were so good this year he has more than he can sell locally

Two dead farmers and an overturned wagon of fruit and vegetables. If the PCs search, they find a torn dress
19 An old, ugly woman traveling in the same direction. If the PCs stop and question her, she claims to be an “old witch with tired feet and needing to save her spells.” She requests a ride if the PCs have horses or a wagon, as far up the road as the next town.

As a reward, the Old Witch gives either the prettiest woman a philter of love, with a wink, or the most handsome man a bag of 100 gold pieces, coin of the realm from one hundred years ago.

If attacked, she teleports away with a rude gesture

No change
20 A pack of dire wolves decides the PCs look like lunch A fog rolls in and deposits an encounter:

(Party Average Level) +4 Challenge Rating undead

Time to roll for initiative


Semi-Patrolled Road: 1d12 with a 12 Result

2d10

Day

Night

2 A group of merchants and their guards in a heated argument about business practices, ready to come to blows Off in the distance, PCs can easily hear an argument about business practices. If they investigate they find a group of merchants and their guards, ready to come to blows

 

3 A letter courier, riding a swift horse, overtaking the party. He is wounded and asks for healing, warning that behind him are a “group of nasty stirges” A letter courier, riding a swift horse, overtaking the party. He is wounded and asks for healing, warning that behind him are a “group of nasty stirges.”

Said stirges show up and attack

4 A cloud of mosquitos hovering over the road A cloud of annoying mosquitos attracted to any light source. If they come into contact with a PC, they turn into a giant mosquito swarm and attack

 

5 Four men and a watchful guard making a road repair. They flag the PCs down and ask for help, which will take the rest of the day.

The guard is really a local knight. He won’t bother the PCs if they refuse, but he sure will remember their faces

The road here was obviously recently repaired, and five tired men, one of them a guard, are resting near the repair.

If the PCs offer them beer or wine, the “guard” tells the PCs to stop by his manor home for a dinner served by his wife and with their “three marriage age” offspring.

The knight has significant funds

6 Circling vultures off the road. Upon investigation, a dire grizzly bear is munching on the corpse of a deer A dire grizzly bear wanders into camp and will eat all the PCs food. If attacked, he becomes enraged and attacks first every round

 

7 An odd and unexpected change in the weather for the worse:

Spring: Downpour

Summer: Summer storm with lightning

Fall: Hail and sleet

Winter: Blizzard

The same except with 90+ MPH winds doing 1d4 damage per round to any unsheltered PC, animal companion, or mount.

The effect lasts for 1d4 hours

8 An extensive merchant wagon train traveling in the same direction, complete with six guards.

One of the wagons is on fire. In 1d4 rounds, it blows up, doing fireball damage to anything nearby

An extensive merchant wagon train camped on the side of the road, complete with six guards.

One of the wagons is on fire. In 1d4 rounds, it blows up, doing fireball damage to anything nearby

9 A patrol of twelve lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning A patrol of twelve lancers and their sergeant. They ask if the PCs have seen any trouble on the road. If the PCs look like they are the trouble, they attempt to arrest the PCs and take them back to their lord for questioning.

The patrol warns friendly PCs that traveling at night without a light source is an arrestable offense. Any PCs guilty of this are simply given a warning.

If the PCs are friendly or indifferent, the patrol offers to camp with them, and share the elk they shot earlier

10 A local lord with his twenty men-at-arms, armored and armed to the teeth and all on horseback. If the PCs are wanted criminals, they give chase.

Accompanying the party is a squad of rangers, one with tracking hounds, and a mid-level druid

Six paladins and their men-at-arms stop the PCs. They seem cautious and wary, and claim they are “looking for an aberration.”

They ask each PC to take a test—a pinprick on the finger to see if their blood is red, and they will also do the same in return.

f the PCs ask about the Paladin’s quarry, their leader says, “You don’t want to know.” If the PCs persist, the paladins will claim they are chasing some type of “uber slaad.”

If the PCs insist on helping the paladins, sometime in the night, the party is attacked by 2d4 Death Slaad.

If the PCs refuse the blood test the paladins and their men-at-arms attack—they try to subdue the PCs until one of their own dies in combat, and then, as they say, it’s on.

During a lethal battle, the 2d4 Death Slaads show up and attack both groups.

11 A merchant with a broken wagon, berating a lone guard trying to fix it. The guard suddenly stands up and attacks the merchant A dead merchant and a broken wagon, filled with supplies for the general store in the next village. The merchant was staked naked over a fire-ant hill

 

12 A trio of foxes chasing a pixie with a broken wing across the road A trio of domesticated giant foxes with halfling riders stop the PCs and ask them if they have seen “an old elf walking down the road.”

Thus far, the PCs have not

13 An old elf walking down the road. If questioned, the elf claims he is going to die soon, and always wondered where this road went. He asks PCs not to spoil it.

If the PCs spoil it, he says “ah, man,” and dies of old age right there

A dead elf leaning against a tree by the road, a smile on his face. He died of old age.

If the PCs deal with the body in the local elf tradition, a courier delivers a package from an anonymous shipper, addressed to the PC that first suggested to take care of the body. Inside is a suit of elven chainmail +2

14 Over 200 King’s Soldiers marching down the road from the opposite direction. A scout on horseback asks the PCs if there is anything unusual from the direction they came from Camped alongside the way is a small army of professional soldiers wearing the King’s livery, secured by a lot of guards.

They ask the PCs pointed questions about the region, seeing if the PCs are local or not. If the PCs refuse to answer, the guards tell them to bugger off down the road or be set upon.

If the PCs do not bugger off, the entire camp will attack them. ¼ are awake right now

15 An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it falls over, making a mess in the middle of the road An apple tree in the middle of the road, out of place, and undoubtedly odd. When the PCs investigate the tree, it turns into a confused treant.

If the PCs attack the confused treant, 2d4 other treants animate from a nearby copse of trees and attack.

If the PCs help the treant, it gives them all apples that when eaten, cures any diseases or poisons

16 A ranger on a mighty warhorse with a rather large sword and a hunting falcon, coming from the opposite direction, with a younger man. The ranger looks grim and capable, and the young man needs better shoes.

If questioned, the ranger indicates he and his nephew are going to visit a friend in a nearby city to talk about some religious matters.

Insightful PCs will realize this party is composed of ghosts, acting out something that happened to them hundreds of years ago. If confronted as such, they fade away

A beautiful woman and a young man, from the opposite direction, walking a rather large warhorse. They ask the PCs if they’ve seen their pet dire wolf.

If questioned, the woman indicates she and her nephew are going to visit a friend in a nearby city to talk about some religious matters.

Insightful PCs will realize this party is composed of ghosts, acting out something that happened to them hundreds of years ago. If confronted as such, they both fade away, and a pack of dire wolves follow the party for a few miles, sadly howling if approached—before they too, disappear

17 Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree.

One of the bandits is armed with a wand of fireballs

Six bandits chased by 20 men-at-arms. If the soldiers catch them, they hang them on the nearest tree.

One of the bandits is armed with a wand of fireballs, and one of the men-at-arms is a high-level ranger

18 Traveling in the same direction a farmer, his son, and his comely daughter in a wagon of vegetables and fruit, bound for the next town.

If questioned the farmer is friendly, and claims crops were so good this year he has more than he can sell locally.

Insightful PCs will note that the daughter seems distressed. The farmer says pay that no mind, she is always skittish around strangers.

The young woman suffers from a brain injury and doesn’t like to travel. Everything the farmer and his son says is true. What also is true is that the farmer can’t find a husband for the girl, so he is going to sell her to a brothel

Two dead farmers and an overturned wagon of fruit and vegetables. If the PCs search, they find a torn dress.

PCs will have a hard time tracking what happened, as the farmers were set upon by a vampire. He plans to make the young woman he took his vampiric paramour
but wants to cure her first.

If the PCs manage to confront the vampire, he first offers the PCs a bribe to leave him be. Failing that, he will offer to cure the young lady and give her back to the PCs if the PCs in turn pledge to not tell the local authorities of his existence.

And failing that, he’ll tell the PCs what he found out—the farmer and his son were going to sell her to a brothel (true), and that the vampire knew he shouldn’t have killed the farmer and his son, but the injustice of it all “just turned my crank, if you know what I mean.”

And if that doesn’t go anywhere, he simply teleports away, leaving the farmer’s daughter behind

19 An old, ugly woman traveling in the same direction. If the PCs stop and question her, she claims to be an “old witch with tired feet and needing to save her spells.”

She requests a ride if the PCs have horses or wagons, as far up the road as the next town. She will also tell curious PCs that “You don’t want to know what my business is, so I’m not gonna tell you.”

As a reward for a ride, the Old Witch gives either the prettiest woman a philter of love, with a wink, or the most handsome man a bag of 100 gold pieces, coin of the realm from one hundred years ago. If attacked, she reveals her form as the Goddess of Love. She curses the party and departs in a clap of thunder.

Curse:

PCs that were married find themselves still married, but their spouses hate them. Unmarried PCs with lovers have them turn bitter at a perceived, terrible insult and will hire an assassin to have the PC killed.

One (and only one) PC without a paramour eventually finds out they are married to three argumentative, but attractive young women. Once a month, each will demand the PC divorce the other two, becoming more belligerent with each refusal. The PC is unable to convince any of the wives that he or she has chosen a favorite.

If the PC survives this for a year, the wives stop collectively trying to browbeat the PC, tell the PC that next time be nice to old ladies, and reveal themselves as witch-priestesses. The PC then has the option of ridding himself of the trio or staying married

No change
20 A giant green dragon flies over the PCs and sits on a road, and demands the PCs cook her bacon. If the PCs don’t have bacon, she will tell them there are plenty of wild boars in the nearby woods.

Refusal of bacon results in one angry dragon

A giant green dragon flies over the PCs and sits on a road, and demands the PCs camp and share their dinner with her after polymorphing into a beautiful human maiden. She just wants a good meal, but will respond to flirting with “Seriously? Just stop. You’re embarrassing yourself.”

The dragon knows a surprising amount of local gossip, along with regional history.

If the PCs refuse or attack the dragon, she disappears, leaving behind a 60ft x 60ft death cloud

 

Back Burials of Teganshire on Indiegogo today!

Burials of Teganshire

Crossbow Man, this is not a random encounter.

Previous 30 Days of BoT   | Next 30 Days of BoT


 

 

Burials of Teganshire post 9 of 30

Let’s depart the campaign and adventure philosophy and dive into encounters. Ladies and Gentlemen, I present to you, the Lothmar meta mimic for Pathfinder 1E. Yes, it’s a mimic of a mimic. Ha. Ha, ha, ha, AH HA HA AH MWA HAHAHAHAHA!

Ahem.

Encounter: The Old Man and the Ghost Wagon

On any road the PC party is traveling on, they find a wounded, delirious old man in the ditch. He claims that a “wagon with no horse or riders,” came across their own wagon in the opposite direction. When the animated wagon got closer, it “screeched like the damned, laughing and giggling” as it attacked the horses, and then the other occupants of the old man’s wagon.

This is the extent of his knowledge. He claims it was a “haunted ghost wagon” and doesn’t have any details of how it attacked or if the rest of his companions are alive or dead. He says the wagon took a bite of him and then yelled, “Begone, old fool, least GHOST WAGON kills you too!”

The old man is thoroughly traumatized and is suffering from post-traumatic stress. Still, PCs with a Perception check of 13 or higher will reveal that he wants to deliver a helpful description, but no longer has the mental faculties to do so. Giving him some water and tending to his wounds will go a long way into calming him down, but the old man, who says his name is “Old Jim,” is helpless if left outdoors by himself.

Medieval Wagon

The Battle Site

It doesn’t take long for the party to find the gruesome battle site: a broken wagon, two dead draft horses, and two dead men, all four mostly eaten, body parts everywhere.

A Heal DC check of 15 reveals the wounds from a large mouth with sharp teeth. A DC 20 shows sticky, goo-like substance from the meta mimic’s adhesive. A DC or 25 reveals the men also suffered from some other type of catastrophic damage, the meta mimics cosmic damage delivered by its bite. Only a Knowledge Arcana DC of 25 or more will type the damage as “cosmic damage from the void beyond.”

Wagon tracks go down the road (without horses or oxen to pull them), the ghost wagon seemingly heading back from which it came. No tracking roll needed.

Combat Encounter

The Ghost Wagon will not be hard to find. It is moving at 30 ft. per round (using its movement for both its action and movent phases). Touching it or using ranged weapons will start combat. The meta mimic, while battling the PCs will periodically go “Oooooooo!” and “Mwahahahaha GHOST WAGON WILL EAT YOU!” It also taunts any healer in the party if another PC dies, calling them a “loser” and blaming them for the PC’s death.

It fights to the death. If the PCs only use ranged weapons, it turns into its true form, flies above the archers/crossbowmen, and then turns into a wagon to fall on their heads.

The meta mimic is reasonably intelligent. If it incapacitates a PC, it will keep attacking the PC until the PC is dead.

Combat variation

A fiendish DM can dramatically bump the encounter difficulty by having two regular mimics, as chests, hitching a ride in GHOST WAGON. All three of them think this is hilarious, and as the GM, you should find it pretty funny, too.

Your players, however, as play-testing revealed, will not think it funny at all.


Pathfinder 1E Lothmar Meta Mimic

Lothmar Meta Mimic | CR 5 | XP 1,600
Lothmar meta mimic | NE Huge to tiny aberration (shapechanger)
Init +3; Senses greensight 120 ft., see in darkness; Perception +12

Defense

AC 18, touch 10, flat-footed 18 | hp 90
Fort +6, Ref +1, Will +7
Immune acid, mind-affecting effects; Resist negative energy 5
Weaknesses vulnerability to force effects, vulnerability to sonic

Offense

Speed 15 ft., fly 30 ft. (good)
Melee bite +10 (1d10+6), pseudopod slam +10 (1d10+6 plus adhesive grasp effect)
Space 0 to 15 ft.; Reach 15 ft.
Special Attacks cosmic acid constrict (1d10+6) on adhesive grasped victims

Statistics

Str 18, Dex 8, Con 18, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +12; CMD 21 (can’t be tripped)
Feats Improved Initiative, Step Up, Throw Anything
Skills Acrobatics -1 (-9 to jump), Climb +15, Disguise +0 (+20 when mimicking objects), Fly -1, Knowledge (dungeoneering) +12, Perception +12, Spellcraft +12, Stealth +2; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Undercommon, Aklo
SQ cosmic shapechange

Special Abilities

Adhesive Grasp (DC 18) (Ex) Automatically grapple, those grappled cannot get free while the meta mimic is alive. Victims can make a contested Strength roll to remain in place (the meta mimic has a +4). Otherwise, the meta mimic will draw the grasped victim in range of its mouth to bite. Anyone attempting to grapple the mimic is automatically grappled in return.

Cosmic Acid Constrict: When the Lothmar meta mimic grapples a creature, it uses its strength and connection to the void to do 1d10+6 void damage. If already grasping a victim, the meta mimic can generate another pseudopod to slam other opponents. It can do this an unlimited number of times (once per round), although once constricting a victim the meta mimic will not attack it with an extra pseudopod—preferring to bite it instead.

Cosmic Shapechange (Ex) The Lothmar meta mimic can use its action to polymorph into an object (huge or smaller) it can see or sense, making an exact duplicate of the object in both form and function. It can also shapechange back into its pure form, a viscous, semitransparent blob-like cloud of smoke. Its statistics are the same in each shape (although the Lothmar meta mimic can only fly in its smoke form). Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Immunity to Acid The Lothmar meta mimic is immune to acid damage.

Immunity to Mind-Affecting effects The Lothmar meta mimic is immune to Mind-Affecting effects.

Energy Resistance, Negative energy (5) The Lothmar meta mimic has Energy Resistance against Negative Energy attacks.

Vulnerability to Force Effects The Lothmar meta mimic is vulnerable (+50% damage) to force effects that deal damage.

Vulnerability to Sonic The Lothmar meta mimic is vulnerable (+50% damage) to Sonic damage.

Fly (30 feet, Good) The Lothmar meta mimic, when in smoke form, can fly.

See in Darkness Sees perfectly in darkness of any kind, including magical darkness.

Greensight (120 ft.) (Su) Senses through thick plant matter as if it was transparent.

Step Up When a foe makes a 5 ft step away from the meta mimic, it can move 5 ft to follow them.

Throw Anything Proficient with improvised ranged weapons.

Description

Thoroughly malevolent, witty, and annoyingly snarky, the Lothmar meta mimic is an evil aberration from “somewhere else.” Often confused with regular or giant mimics, the meta-mimic is much more dangerous due to its innate ability to copy objects it can sense, including complex objects composed of smaller pieces, such as a wagon.

Meta mimics seem to bend the laws of physics to copy objects, and they can mimic anything from a tiny teacup to horse carriage to a wine barrel. They cannot “invent” objects to copy; they must see or have seen an object to polymorph into.

Mistaken Identity

Explorers and their like often confuse a meta mimic with an animated object or construct, that is, up until the meta mimic reveals its mouth with sharp teeth. Compounding the problem is the meta mimic will “hang out” with animated objects, mimics, or giant mimics, and striking at the most convenient time for maximum comedic effect, according to the mimic.

Cruel Monsters

Meta mimics are cruel, but only insofar as amuse itself with its morbid sense of humor. For example, a meta mimic would think it’s quite funny to suddenly lunge at an adventurer in armor standing over a pit of alligators, in hopes of having them slip and fall in surprise. Then it would attack anyone coming to rescue, or, if the adventure is alone, extend a pseudopod to help, but leave the legs to the alligators as it feasted on the “top part.”

Unknown Ethereal Origins

Little is known about the meta mimic, other than it is susceptible to force damage, lending evidence to its origin being the Ethereal Plane. While it can speak (often to taunt people that it is munching on), it never reveals anything about its culture (if it has one), origins, or anything of import. Some guess that the meta mimic originally came across an actual mimic, and copied as much as its form and attributes as it could.

Survivors of the Lothmar meta mimic describe it as having some “soul-sucking, void attack from the beyond.” They also specify that it is not concerned with its safety or any natural functions, and seems only to exist to kill, maim, and taunt surprised victims.

It is also unknown why Lothmar meta mimics are bothered and damaged by loud noises. If the meta mimic knows, it isn’t telling. They even don’t seem to have a brain or at least a normal one, and they are entirely immune to psychic damage (nor do they respond to telepathy).

When a meta mimic dies, it reverts to its non-object form and dissolves into smoke until gone.


Burials of Teganshire

Add the meta mimic to Burials of Teganshire by backing it on Indiegogo today!Burials of Teganshire

 Crossbow Man Don’t Need no Wagon


Previous 30 Days of BoT | Next 30 Days of BoT


 

Burials of Teganshire post 8 of 30

Let’s depart the campaign and adventure philosophy and dive into encounters. Ladies and Gentlemen, I present to you, the Lothmar meta mimic for 5E. Yes, it’s a mimic of a mimic. Ha. Ha, ha, ha, AH HA HA AH MWA HAHAHAHAHA!

Ahem.

Encounter: The Old Man and the Ghost Wagon

On any road the PC party is traveling on, they find a wounded, delirious old man in the ditch. He claims that a “wagon with no horse or riders,” came across their own wagon in the opposite direction. When the animated wagon got closer, it “screeched like the damned, laughing and giggling” as it attacked the horses, and then the other occupants of the old man’s wagon.

This is the extent of his knowledge. He claims it was a “haunted ghost wagon” and doesn’t have any details of how it attacked or if the rest of his companions are alive or dead. He says the wagon took a bite of him and then yelled, “Begone, old fool, least GHOST WAGON kills you too!”

The old man is thoroughly traumatized and is suffering from post-traumatic stress. Still, PCs with a Wisdom (Insight) check of 10 or higher will reveal that he wants to deliver a helpful description, but no longer has the mental faculties to do so. Giving him some water and tending to his wounds will go a long way into calming him down, but the old man, who says his name is “Old Jim,” is helpless if left outdoors by himself.

Medieval Wagon

The Battle Site

It doesn’t take long for the party to find the gruesome battle site: a broken wagon, two dead draft horses, and two dead men, all four mostly eaten, body parts everywhere.

A Wisdom (Medicine) DC check of 10 reveals the wounds from a large mouth with sharp teeth. A DC 15 shows sticky, goo-like substance from the meta mimic’s adhesive. A DC or 20 reveals the men also suffered from some other type of catastrophic damage, the meta mimics cosmic damage delivered by its bite. Only an Intelligence (Arcana) DC of 20 or more will type the damage as “cosmic damage from the void beyond.”

Wagon tracks go down the road (without horses or oxen to pull them), the ghost wagon seemingly heading back from which it came. No tracking (Survival) roll needed.

Combat Encounter

The Ghost Wagon will not be hard to find. It is moving at 30 ft. per round (using its movement for both its action and movent phases). Touching it or using ranged weapons will start combat. The meta mimic, while battling the PCs will periodically go “Oooooooo!” and “Mwahahahaha GHOST WAGON WILL EAT YOU!” It also taunts any healer in the party if another PC dies, calling them a “loser” and blaming them for the PC’s death.

It fights to the death. If the PCs only use ranged weapons, it turns into its true form, flies above the archers/crossbowmen, and then turns into a wagon to fall on their heads.

The meta mimic is reasonably intelligent. If it incapacitates a PC by bringing them to 0 hit points, it will keep attacking the PC until the PC is dead.

Combat variation

A fiendish DM can dramatically bump the encounter difficulty by having two regular mimics, as chests, hitching a ride in GHOST WAGON. All three of them think this is hilarious, and as the DM, you should find it pretty funny, too.

Your players, however, as play-testing revealed, will not think it funny at all.


Lothmar Meta Mimic for 5E

Description

Thoroughly malevolent, witty, and annoyingly snarky, the Lothmar meta mimic is an evil aberration from “somewhere else.” Often confused with regular or giant mimics, the meta-mimic is much more dangerous due to its innate ability to copy objects it can sense, including complex objects composed of smaller pieces, such as a wagon.

Meta mimics seem to bend the laws of physics to copy objects, and they can mimic anything from a tiny teacup to horse carriage to a wine barrel. They cannot “invent” objects to copy; they must see or have seen an object to polymorph into.

Mistaken Identity

Explorers and their like often confuse a meta mimic with an animated object or construct, that is, up until the meta mimic reveals its mouth with sharp teeth.

Compounding the problem is the meta mimic will “hang out” with animated objects, mimics, or giant mimics, and striking at the most convenient time for maximum comedic effect, according to the mimic.

Cruel Monsters

Meta mimics are cruel, but only insofar as amuse itself with its morbid sense of humor. For example, a meta mimic would think it’s quite funny to suddenly lunge at an adventurer in armor standing over a pit of alligators, in hopes of having them slip and fall in surprise. Then it would attack anyone coming to rescue, or, if the adventure is alone, extend a pseudopod to help, but leave the legs to the alligators as it feasted on the “top part.”

Unknown Ethereal Origins

Little is known about the meta mimic, other than it is susceptible to force damage, lending evidence to its origin being the Ethereal Plane. While it can speak (often to taunt people that it is munching on), it never reveals anything about its culture (if it has one), origins, or anything of import. Some guess that the meta mimic originally came across an actual mimic, and copied as much as its form and attributes as it could.

Survivors of the Lothmar meta mimic describe its bite as having some “soul-sucking, void damage from the beyond.” They also specify that it is not concerned with its safety or any natural functions, and seems only to exist to kill, maim, and taunt surprised victims.

It is also unknown why Lothmar meta mimics are bothered and damaged by loud noises. If the meta mimic knows, it isn’t telling. They even don’t seem to have a brain or at least a normal one, and they are entirely immune to psychic damage (nor do they respond to telepathy).

When a meta mimic dies, it reverts to its non-object form and dissolves into smoke until gone.


Burials of Teganshire

Add the meta mimic to Burials of Teganshire by backing it on Indiegogo today!Burials of Teganshire

 Crossbow Man Don’t Need no Wagon

Previous 30 Days of BoT | Next 30 Days of BoT