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.

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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!


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Nil

Burials of Teganshire Post 27 of 30

Saving the World requires heroes to get their hands dirty, and perhaps, what makes them heroes is keeping their valor and honor when everyone around them sacrificed those attributes on the Altar of Survival.

D&D Villains That Are Also Allies: Campaign Design

A campaign—not necessarily the game world—has a beginning, middle, and end (one way or the other), and using “morally challenged” individuals requires planning and creativity. The tricky part of the process is knowing your players. If the DM runs a sandbox campaign, then spends days designing a plot point requiring the PCs to travel in a specific direction is a risk. It’s tempting fate. Running a localized campaign can mitigate that risk by organically encouraging the players to engage the game-world on a local level. Still, it will be a sad day indeed if you turn the Baron sixty miles away into one impressive dude, and the players decide that barony in the opposite direction needs conquering.

So, there are two types of a Villainous Allies a DM can use, the Macro Villain Ally and the Micro Villan Ally and which one to use depends on the type of campaign.

The Macro Villain Ally

More challenging to pull off but epic in scope is the Macro Villain Ally (Macro VA). The Macro VA could be an entire culture, nation, or some leader of the same.

This type of VA is well-suited for a campaign that is more “open-world” vs. “sandbox,” that is, players show up to play in a campaign where the general plot is known ahead of time. They are having fun adventuring and doing their own thing within the boundaries of the game world that supports a story rather than a story based on the players’ interpretation of the game world.

In other words, the DM has a pretty good idea that if he makes a Macro VA, the players will run into the VA.

Example of the Macro VA

(campaign beginning)

A bad neighbor is a great plot device and generates drama. It can even be the primary antagonist for the earlier portions of the campaign. My favorite is the Bad Baron plot device.

Bad Baron, one Torc Mac Ceti, was just the worst. He waged a hidden campaign of agitation against the PCs, and when they finally found him out, the cold-war turned hot, and there were battles. The King intervened and had the Bad Baron thrown in jail, and because the PCs’ hands weren’t exactly clean in this conflict, he made one of them marry the Baron’s daughter so the two neighboring regions would stop feuding and start becoming allies.

(campaign middle)

Things are going not-so-well, the neighboring barony views the PCs as interlopers. There are low-level protesters (the PCs are, after all, backed by the King so, like the Bad Baron, most of the agitation is covert) and the Baron’s former allies cause issues as they liked Torc Mac Ceti. The PCs, not so much. Things escalate until the PCs have just had enough and are planning to go overt, despite the complication that one of their own is married to the beloved daughter of the barony.

(campaign end?)

All through the campaign thus far, the King has been seemingly unconcerned with the PCs’ various plights as he always grumbles about the exterior threats he faces. Well, that all comes to a head because Super Evil Bad Guys invade the kingdom, and things are now looking grim.

And one of the first things the King does is let Torc Mac Ceti out of jail because Bad Baron is a military tactician. He puts the Bad Baron under the command of the PCs and tells them in no uncertain terms they need to all work together or the Super Evil Bad Guys are going to destroy the kingdom and basically everything in it.

Bad Baron was never the primary antagonist in this campaign. In fact, everything up to this point, even with hours and hours of gameplay, could reasonably be considered prolog to the main plot point. Bad Baron, indeed is a shit. But he’s a patriot, and, the villain that he is, he would die for the kingdom.

Do the PCs redeem Torc Mac Ceti? How do they deal with him being in their grill for the rest of the campaign? Can they set aside their differences? Do they show weakness that the Bad Baron can’t help but to exploit? Does the Bad Baron teach PCs some of his ruthlessness, and the PCs teach him some of their honor?

A DM can substitute Bad Baron with “the Nation Next Door,” orcs (a classic, especially if the PCs are morally ambiguous themselves), etc.

The Micro Villain Ally

One might think the Baron is a Micro Villain Ally, but he’s not. He’s a product of his barony, and the PCs were all set to smack the hammer down on the fostering rebellion even with him in jail. He comes attached to the barony, a product of both the region and the times.

The Micro Villain Ally, however, is a singular person, usually sitting outside of society, a constant thorn in the PCs side at every worst possible moment, and a hard target. The DM uses Micro VAs when he or she just doesn’t know what direction the campaign is going to go.

Let’s talk about the above example in the context of an Open World vs. Sandbox—the DM makes an adventure of retrieving the Staff of the Thunder Monk from a commercial product, the Isle of Dread.

And the players like adventuring on or near the sea so much, that becomes the campaign focus. The barony and all its problems tossed aside—Torc Mac Cetia can have it, they have a pirate fleet to capture!

Micro VAs are an excellent way for the DM to spend time and morph the VA to the current plot. Let’s go over some examples!

Root

Root

Root from Person of Intrest was a compelling, creepy villain, viewing people not as smart as her as expendable tools she could manipulate and nothing more. Long before becoming a member of Team Machine, she played an expert hacker. Root was a villain when she first encountered what would become her people, and later would sacrifice so much to protect and even grow to love her friends.

Root in the course of the series was the Villain, the Tool, and the Ally. She had a compelling character arc along the Hero’s Journey and became a sympathetic character.

Agent Franks

Aw yeah, Agent Franks. A VA that was so captivating Larry Correia wrote an entire novel about him, most likely to shut up all the Agent Franks fans. As the Monster Hunter International: Nemesis book copy says: “Agent Franks of the U.S. Monster Control Bureau is a man of many parts – parts from other people, that is. Franks is nearly seven feet tall and all muscle. He’s nearly indestructible. Plus he’s animated by a powerful alchemical substance and inhabited by a super-intelligent spirit more ancient than humanity itself.”

He’s not good. He’s not bad either. He’s, um, Agent Franks. Read the first four books of MHI to explore the fantastic world of Agent Franks.

Nil

If ever there was a disturbing villain that a protagonist occasionally works with, Nil from Horizon Zero Dawn fits the bill. He’s a serial killer who understands the problems of his pathology and kills bandits as an outlet. And he really isn’t redeemable, he’s basically a weapon, and you as the protagonist can choose to engage with him, or not. It doesn’t help that there are good-girl, bad-boy creeper undertones to Nil’s interaction, adding a disturbing and creepy undercurrent to a problematic, but a highly useful, ally.

At some point when I was slaughtering Yet Another Bandit Camp™ with Nil at my side, I was thinking—am I the baddy?

Nil, my psychopathic bandit killing (boy?) friend, my favorite Micro VA, I salute you!

Bottom Line: Let the Heroes be Heroes

When using a Macro and Micro VA, resist the urge to use moral lessons that have wormed their way into current entertainment media. Let the VA’s action stand on their own, and let the PCs deal with those actions as they see fit.

However, this type of gameplay is an excellent vehicle to interject higher-plot points such as nature vs. nurture, nobler motivations, moral lines in the sand, and the timeless redemption arc.

Heroes often fail. That’s the price of admission. Give players the chance to make things right. Allow players to turn their nemesis into their greatest ally. And if they all fail anyway, I can guarantee you the campaign will be anything but boring.

D&D was never about survival.


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Burials of Teganshire
 Crossbow Man has yet to encounter a real villain.
A Demon Crocodile

Burials of Teganshire Post 26 of 30

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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!


This demonic reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind, eyes glowing red.

Pathfinder 1E Demon Crocodile

CR 2 | XP 600 | Male fiendish crocodile | CE | Large animal

Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

Defense

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size) | hp 22 (3d8+9)

Fort +6, Ref +4, Will +2

DR 5/cold iron or magic; Resist cold 5, fire 5; SR 7

Weaknesses vulnerability to positive energy

Offense

Speed 30 ft., swim 30 ft.; sprint

Melee bite +5 (1d8+4 plus grab), tail slap +0 (1d12+2)

Space 10 ft.; Reach 5 ft.

Special Attacks death roll (1d8+6 plus trip), smite good (+3 damage once a day)

Statistics

Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)

Feats Skill Focus (Perception), Skill Focus (Stealth)

Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 Stealth in water

SQ hold breath

Tracked Resources

Smite Good (1/day) (Su) – 0/1

Ecology

Environment warm rivers and marshes

Organization solitary, pair, or colony (3-12)

Treasure none

Special Abilities

Death Roll (Ex) If Demon crocodile grapples a target, it can roll to inflict bite damage and knock the creature prone.

Grab: Bite (Large) (Ex) Demon crocodile can start a grapple as a free action if it hits with a bite.

Spell Resistance (7) Demon crocodile has Spell Resistance.

Smite Good (1/day) (Su) +0 to hit, +3 to damage when used.

Trip: Death Roll (Ex) Demon crocodile can make a trip attempt on a successful attack.

Damage Reduction (5/cold iron or 5/magic) Demon crocodile has Damage Reduction against all except Cold Iron or Magic attacks.

Vulnerability to Positive Energy Demon crocodile is vulnerable (+50% damage) to Positive Energy damage.

Darkvision (60 feet) Demon crocodile can see in the dark (black and white only).

Energy Resistance, Cold (5) and Fire (5) Demon crocodile has the specified Energy Resistance against Cold and Fire attacks.

Hold Breath (x4) (Ex) Demon crocodile can stay under water longer than normal.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Sprint (×2, 1/minute) (Ex) Double land speed once a minute.

Swim (30 feet) Demon crocodile can Swim.

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. Smiting and then drowning a good-aligned ranger is one of their favorite pastimes.


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Burials of Teganshire on IndiegogoCrossbow Man declines to go for a swim.


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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.


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


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Burials of Teganshire Post 22 of 30

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This red fox gives you an impish grin and snickers with a hehehehehe.

Island Red FoxIsland Red Fox

CR 2 | XP 600

CN Medium magical beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

Defense

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d10+6)

Fort +5, Ref +5, Will +2

DR 10/adamantine

Offense

Speed 40 ft.

Melee bite +4 (1d6+1)

Range point-blank and precise produce flame +6 (1d6+1)

Spell-Like Abilities (CL 3rd; uninterruptable)

At will—produce flame, quickened dimension door (self only)

1/day—teleport (without error)

Statistics

Str 12, Dex 14, Con 14, Int 8, Wis 8, Cha 10

Base Atk +3; CMB +4; CMD 16 (20 vs. trip)

Feats Point-Blank Shot, Precise Shot

Skills Acrobatics +6 (+10 to jump), Climb +6, Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent

Languages Can understand Common but not speak it

Ecology

Environment temperate island chain

Organization solitary or pack (3)

Treasure incidental

Special Abilities

Island Red Fox Immortality If the Island Red Fox is slain in combat, it reforms 1d6 days later in a different location no worse for the wear. The Island Red Fox does not age

Island Red Fox Telepathy The red fox can convey feelings and what they see to any other Island Red Fox via an unlimited distance telepathy.

Trickster Teleport The Island Red Fox unerringly teleports if it takes damage to anywhere on its island territories (even if it had previously teleported)

Darkvision (120 feet) Island Red Fox can see in the dark (black and white only).

Low-Light Vision See twice as far as a human in dim light, distinguishing color, and detail.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot Island Red Fox doesn’t get -4 to hit when shooting or throwing into melee.

Scent (Ex) Detect opponents within 15+ ft. by a sense of smell.

Description

Island Red Foxes, of which only three are known to exist, long has been an enigma to the inhabitants of the island chain they inhabit. Benign but annoying, the island red fox will occasionally steal a chicken from a farmer, clothing from bathers, and even toys from children. If it’s food, they’ll proceed to eat it, but other items they play with until bored. “Chase the fox” is their favorite game.

Usually (but not always) found together, the island red foxes are clever and bright (for an “animal”) and can understand the Common language. They will perform tricks for food (sit, roll-over, play dead, shake hands, heel, leave it, and even more complex tasks such as “go to Port Lance and give this to a town guard”), but never stays with a particular person longer than a couple of hours. Sometimes they will sleep next to a campfire, but snap at anyone trying to get them to move.

Several hundred years ago, Garranthe the Sage formally studied the foxes but didn’t find anything people already didn’t know, except for one tidbit: they have a fondness for smoked elk sausage, an oddity as there are no elk on the island chain they inhabit. Garranthe, however, did not study the foxes for long, saying he “had no interest in revealing any secrets from what appears to be a figment of a long-dead trickster god.”

He did, however, confirm they were not fey.

Currently, if island natives see an island red fox, they believe it is a sign of good luck and coming prosperity.

Combat

If they think it’s funny, an island red fox will use their produce flame eye beams to light something on fire, including adult people who are trying to harm them. They have a sharp bite, but an island red fox avoids combat with their innate quickened dimension door or teleport. Damage to the Island Red Fox results in it engaging the trickster teleport ability.


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Crossbow Man would never shoot a fox. They’re just too dang cute!


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Island Red Fox

Burials of Teganshire Post 21 of 30: Back now, campaign ending in mere hours!

From the Tales of Lothmar Beastiary comes the Island Red Fox, a teleporting trickster that can’t be killed, but can shoot fire beams out of its eyes if it thinks it’s funny.

Tales of Lothmar Beastiary: Island Red Fox for 5E

   Island Red Fox Stat Block

D&D Beyond: https://www.dndbeyond.com/monsters/1081541-island-red-fox

Description

Island Red Foxes, of which only three are known to exist, long has been an enigma to the inhabitants of the island chain they inhabit. Benign but annoying, the island red fox will occasionally steal a chicken from a farmer, clothing from bathers, and even toys from children. If it’s food, they’ll proceed to eat it, but other items they play with until bored. “Chase the fox” is their favorite game.

Usually (but not always) found together, the island red foxes are clever and bright (for an “animal”) and can understand the Common language. They will perform tricks for food (sit, roll-over, play dead, shake hands, heel, leave it, and even more complex tasks such as “go to Port Lance and give this to a town guard”), but never stays with a particular person longer than a couple of hours. Sometimes they will sleep next to a campfire, but snap at anyone trying to get them to move.

Several hundred years ago, Garranthe the Sage formally studied the foxes but didn’t find anything people already didn’t know, except for one tidbit: they have a fondness for smoked elk sausage, an oddity as there are no elk on the island chain they inhabit. Garranthe, however, did not study the foxes for long, saying, “he had no interest in revealing any secrets from what appears to be a figment of a long-dead trickster god.”

He did, however, confirm they were not fey.

Currently, if island natives see an island red fox, they believe it is a sign of good luck and coming prosperity.

Combat

If they think it’s funny, an island red fox will use their fire eye beams to light something on fire, including adult people who are trying to harm them. They have a sharp bite, but an island red fox avoids combat with their misty step or teleport.


Burials of Teganshire Crossbow Man would never shoot a fox. They’re just too dang cute!


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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.


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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.


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Burials of Teganshire

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


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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

 

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Burials of Teganshire

Crossbow Man, this is not a random encounter.

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