The New D&D Statblocks Dropped A Day Too Late To Save My Players

A week ago (the day I’m writing this), a much-discussed Dungeons and Dragons sourcebook was released. Monsters of the Multiverse doesn’t add much brand-new content, instead doing the heavy-lifting to update a bunch of older content that has been out-of-line with the design goals of modern D&D 5e. It made a bunch of changes to spellcaster “monsters” (prepared statblocks for various creatures/NPCs that a Dungeon Master might want to reference) in order to make them easier for DMs to reference in combat scenarios. I’m enjoying the changes so far, along with the way they’ve updated many of the various (older) playable races with new tidbits of lore and abilities to better reflect the general states of said races they’ve released in adventures over the last couple years. All-in-all, I think this represents an improvement to the game that is going to make my life easier and help shift away from depictions of these races as monstrous via thinly veiled racism.

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Coldheart and Iron: Part 23

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Three days passed without a break in the clouds or the snow. We took shifts holding the keypad outside, hoping enough light made its way down to the tiny solar panel to charge the keypad to the point we could enter the passcode. Unfortunately, not even the light capture array Louis whipped up using all of our mirrors was enough to get it to power on, much less last long enough for us to replace it and enter the code.

While everyone else ate a bland, barely filling meal cobbled together from our dwindling supplies, Natalie, Camille, Lucas, and I discussed our options.

“I think I could whip something up using batteries from one of our lanterns, but I don’t know if I’d be able to guarantee that the lantern or battery would work after that.” Louis picked up the lantern off the ground and switched it off. “I won’t know for sure until I’ve opened everything up and looked, but most rechargeable batteries things aren’t really set up to be used with something other than their specific device.” Lucas shrugged and turned over the lantern in his hands. “Plus, I know I’d at least need to break the casing to get it open.”

“And there’s the question of actually getting power to the keypad.” Natalie held it up for all of us to see. “There’s no screws or detachable parts that would let us access the interior. We’d need to crack the case and then it’s possible that the signal it sends out will be strong enough for something to pick up. I mean, that’s the whole point of having it shielded in the first place. Nothing, or almost nothing, can get out.”

“We don’t really have a lot of options, though.” Camille, with her rifle still over her shoulder, sat in a pile of melting snow she’d tracked in as she called the meeting. “There isn’t much we can hunt around here and even that is only in theory. Tracks don’t last long enough to find and the visibility is so low that it’s pointless to put out traps or set up an ambush.”

Natalie sighed and shook her head. “There aren’t many trees around here. This used to be mostly farmland, so there’s not much left for wildlife to survive on at this point.”

“I still think cracking that thing open is our best bet.” Lucas gestured at the keypad. “Even if there is a signal, the caves should kill it. We’re underground, deep inside a warren of caves, and we’re about as far away as we can get from the nests. Even if that thing was strong enough to be picked up by a satellite on the surface, there’s no way it makes it out of the caves.”

“I still don’t like the risk, not when the sun might come out, soon.” Natalie took a deep breath and then shook her head. “This thing was heavily shielded and buried for a reason.”

“If we don’t see a break in the storm by tomorrow night, we’re going to crack it open and power it ourselves.” I leaned back against the wall of the cave and settled my hands in my lap, trying to suppress the urge to crack my knuckles and pick at my fingernails. “It won’t matter if the snow stops in a few days. Since we’ve been on low rations, we really don’t have much leeway when it comes to missing meals.”

Camille and Lucas nodded in agreement but Natalie just looked at the keypad in her hands. “What if the signal makes it out of the caves.”

“Then we do our jobs.” Camille spoke softly, hands reaching up for her rifle. “That’s why we’re here. That’s why we guide people. That’s why we search the ruins of every town we find. That’s what we’re paid to do. Killing bandits makes the world a better place, but that’s not our real job.”

“I don’t think it’ll come to that. Or, I hope it won’t come to that.” I held up my hands to forestall Camille before she got too heated. “I’d like to actively avoid any kind of battle or siege. I don’t want to lose anyone, but need those supplies to survive.” I folded my hands in my lap and smiled reassuringly at my friends. “We’ll have scouts near the entrance with our thermal goggles and a transceiver. If any signal makes it out of the caves, we’ll just grab all the supplies we can and leave while Camille sets up an ambush to kill anything that shows up quickly. Louis, you’ll establish a heavy rear-guard on the sleds, Natalie and I can lead until Camille catches up, and we can let the blizzard cover our tracks. Once we’re far enough away, we can take the time to find somewhere else to rest up like we planned to do here.”

“That’ll take hours, maybe even a day. They’re deep in the cavern and maybe half our people can carry stuff.” Natalie rubber her chin. “We’ve got enough leftover wood that we set aside for repairs to the sleds that we could make a simple cart or two. If we spend tomorrow making carts, then the kids can easily help. That would really save us time…”

I recognized the signs and let Natalie’s wheels turn for a little bit. She was going logistics in her head and she’d have a precise estimate for how much we could get and how long it’d take us to get it in our worst and median case scenarios. While she did that, I turned my attention to Lucas.

“We need a way to power this thing that doesn’t involve taking apart one of our lanterns. Those are too rare to throw one away without trying something else. What are our other options?”

“Well, we could try a chemical reaction.” Lucas rubbed his chin and blankly stared at the lantern. “I think we’ve got medical supplies I could use, if I combined it with some of the battery acid from a hand flashlight.”

“If you can do it using only stuff we can easily replace from the supplies here, go for it.”

“I’ll start getting our gear ready, just in case.” Camille stood up and shook the snow off her pants. “Let me know when I’m needed. After a weapons check, I’m going to make sure the trainees and Nomads know what to do if we’re attacked.”

I nodded and just gestured for her to go as Natalie’s attention snapped back. “We can do it in three to five hours, assuming nothing happened to the supplies. If the stores have been ruined or damaged, we might as well poke the nest to just get it over with. Better than starving to death.”

“Okay, that was a little dark.” Lucas nervously chuckled as he hauled himself to his feet.

“It’s a real possibility since I haven’t gotten a status update on this store room in a couple of years.”

“Still, there’s no need to point it out.” Lucas clutched the lantern in one hand and hobbled off after Camille. “I’m going to do some science. I’ll catch you in the morning.”

After Natalie finished outlining her plan, I told her to go ahead with it and started designing a couple of carts we could make with our leftover wood. They were going to only have three wheels, but that would be enough. As my mind sunk into the details, I was happy to let everything else fade from my attention. Even if we were preparing for the possibility of alerting the monsters by sending out a signal they could pick up, that was still easier for me to consider than the splitting up of my group. At least we could shoot this problem.

The fourth day passed in a blur of work, science reports, preparation, and runners reporting that the snow still hadn’t lessened. The following morning, our fifth in the cave, we ate the last of our supplies and I told Natalie and Lucas to go ahead with cracking the keypad open. Natalie had figured out how to do it without damaging the components inside, so Lucas was mostly there to start and monitor the chemical reaction at her command.

I stood by with the carts and every ambulatory person set up in groups with at least one Wayfinder to guide them through the caves. Camille stood outside with the receiver and a runner waited to bring word to us if anything showed up. After waiting the amount of time Camille requested to get in place, I nodded to Natalie and Lucas who powered up the keypad, hung it back on the wall, and typed in the passcode.

Once the doors were open, I sent the groups in. I watched as the Nomads stumbled as they took in the lush interior of the bunker, clearly caught off guard by how comfortable it looked despite being a glorified stock room. The Wayfinders pulled them along, though, so all of the groups were hard at work collecting supplies when the runner showed up.

“We’ve got a signal, Captain. A strong one.”

“Shit.” I turned to Natalie. “We’ve got a signal. We’re packing up and leaving ASAP.”

“Captain.” Natalie saluted and turned to help gather supplies. I grabbed Lucas and half-carried him as we jogged back to the cavern with all of our injured people. I set Lucas back on his feet and we hurried around, gathering up everyone’s supplies and packing everything that had been left out after breakfast. By the time we’d gotten it all cleaned up and tucked away, the first of the carts showed up.

Lucas organized a human chain to unload the cart and, before the first rumbles of the next cart could be heard, the first cart was on its way back for a second load. The carts moved back and forth steadily for the next four hours. Between cart trips, a few groups of Nomads and Wayfinders would show up, hauling something too big for the carts or too fragile to pile on. During that time, we only got one message from Camille, two hours in, saying there’d been no sightings yet.

When we’d gotten everyone wrapped up, packed, strapped down, and ready to go, it had been just under five hours from the opening of the doors. We’d had no further word from outside, but I led everyone out, heading east toward Chicago. Every Wayfinder had their gun in their hands and there was an injured Wayfinder on each sled, holding a machine gun as we all peered into the snowstorm. Every passing second was horrible as we waited for something to come charging out of the snow at us.

After a minute or two of walking, we found Camille. She was standing next to a tree and, as we walked into view, she waved me over. I signalled to Natalie to keep the group moving and followed Camille into the blizzard. Once the sleds had been swallowed up by the snow, I caught up to her.

“What?”

“We’ve got sixteen confirmed kills. The snow is throwing them off a bit, but we’ve already had two injuries.” Camille grabbed my sleeve and pulled me into a shuffling jog. “They’re not serious, but one of them got tagged during the hit.”

“Tagged?” If Camille hadn’t been pulling me, I’d have frozen in place. “Who?”

“That trainee Natalie’s been teaching.”

“Fuck. Where’d Tiffany get hit?”

“Hand, luckily. We need you there for it, though.”

“Shit. Who has my-”

“I do.” Camille pulled me into a small copse of trees that created a bit of a wind break and, behind the giant snowbank piling up along one side, I found the two injured Wayfinders. One of them was standing on guard, watching the area and doing his best to ignore the woman seated on the ground next to him and the hole punched through the arm of his coat. I tossed the roll of tape from my repair bag to Camille and grabbed the medical bag Camille handed me in exchange.

I bent down next to Tiffany and she smiled up at me, her eyes sharp and brittle. “I did everything Camille said. Took off my glove, tied off at my wrist, and popped my emergency pain killer. Just get it over with.”

I nodded and checked her tourniquet. It was tight enough that her hand was blotchy purple and blue despite the fact that she couldn’t have had her glove off for more than a couple of minutes. “Look away and hold still.”

Tiffany grimaced and shut her eyes. I pulled out a sanitary wipe, swabbed around her wrist at the tourniquet, and then pulled out the bone saw. Swallowing the bile rising in my throat, I quickly cut through her wrist, cleaned up the ragged edges, and made sure to leave enough of a skin flap to sew over the stump. I checked the hand and the stump quickly, looking for the telltale signs of bright red that show how far the tag had spread. Thankfully, it hadn’t gotten further than her palm yet, so she was going to be fine.

Risking the heat loss, I pulled my gloves off and sewed her up. It wasn’t neat, but it just needed to help keep her from bleeding out and hold things in place until we made camp. I’d have to clean it up then, but we’d had more warmth and I could treat the amputation properly. Once that was over, I handed her a bottle with a few more painkillers in it, help her to her feet, and helped her stagger off toward the trail of the sleds.

As I passed Camille, who’d stood over us the entire time and seethed like this was her fault, I shrugged. “I’m just glad it was only a hand. Mind disposing of it?”

“Sure.”

“How many?”

“At least two dozen, so far as I can tell. Standard issue, though. Basic heat-sensing that only picked us up when we started shooting. We tried stabs and cold kills, but there were too many of them for us to handle before they made it to your trail. The rest of the ambush is leading them west.”

“Thank you, Camille.” I hoisted Tiffany’s good arm over my shoulders and pulled her up a bit. “Did you see which one tagged her?”

Camille shook her head. “I didn’t see her. These two were alone and he said it happened too fast for them to be sure. They say they got every single one of the shits, but usually they don’t resort to tagging until they know they’re going to run. Worst case scenario, we’ll have them breathing down our neck all the way to Chicago. Best case, they take the bait and head north.”

“I hope they take the bait. It’d be odd for them to tag someone and then not follow up on it once they’ve regrouped.”

“You can hope for that, if you want.” Camille shouldered her gun and gestured for the other Wayfinder trainee, Ben, to follow her. “I’m going to expect them, though. Just get her back to the sleds and we’ll find out eventually.”

“Stay safe. Please.” I put my free hand on Camille’s shoulder as she turned to leave, but she just kept going, giving me a thumbs-up as she went north, scooping up Tiffany’s hand as she went. Once the snow had swallowed her, I turned my attention back to Tiffany. “Let’s get you someplace you can sleep off the worst of this.” After making sure our gloves were firmly sealed against the weather again, I started double-timing it back to the sled path, silently saying a prayer of thanks to every god I’d ever heard of that it’d only been a hand. If she’d gotten tagged somewhere else, we’d have had to leave her behind.

Give how many people we’d already lost on this trip, we couldn’t afford to lose anyone else if we wanted to stand a chance of making it to Chicago. Nearly half of the Wayfinders who’d started this trip had died and there were probably more people than Lucas thinking seriously about retirement. Unless we were incredibly lucky or no one else died, we wouldn’t make it to the Chicago Enclave alive.

Tabletop Highlight: Creativity in Monsters

There’s a D&D joke that’s gone around the internet a few dozen times about Mimics. “The barkeeper asked why we carried weapons on us in the bar. I said ‘Mimics.’ The barkeeper laughed, the party laughed, the table laughed, we killed the table. It was a good time.” It does a good job of illustrating the potential dangers a D&D party might face and why most tabletop players have a heavy dose of what we like to call “adventurer’s paranoia.” It’s the idea that almost anything can wind up wanting to attack adventurers and crazy things like chests that want to eat you, talking tables, and ceilings that decide they want to invade your personal space are all relatively normal.

If you spend any amount of time looking through D&D source-books, you find a whole slew of things specifically designed to be hidden until they’re eating you. There are all manner of horrible tree or stump creatures that will destroy an unwary party, not to mention all the horrific vines, lichen, and fungi that will kill you before you’re aware they’re trying. Then there are the ravenous beasts of the various wildernesses, territorial intelligent monsters, magical traps, and let’s not forget the Demons/Celestials/Fey who sometimes just want to screw around with mortals because they’re bored. Chairs come to life, the suits of armor in castles are almost always going to attack you, paintings can hide mesmerizing or mind-control magic traps, and even something as simple as a hallway can turn into a deadly gauntlet of hidden pits, spring-assisted blades, and magical fire at a moment’s notice. Carelessness causes death and only a screwy mind filled to the brim with paranoia can save you and your allies.

That being said, a lot of D&D campaigns don’t make use of all of these things. Traps are difficult to set up and often unrewarding from a DM’s perspective because two skill checks can bypass them entirely. Bringing the outer-realms of existence into the mortal plane is often a decision made by the story the DM has set up or the players have started, and that’s a hugely complex set of worlds to bring into any game without sufficient preparation. Everything takes a lot of work to set up and the players often wind up avoiding all of your preparation in favor of some unexpected route that doesn’t fit anything you’ve made. Monsters and encounters created off the cuff are rarely as creative and unique as the stuff you’d spent a week of evenings planning.

In my experience, you best bet is to always make sure to include a few intelligent monsters. If they’re smart, it means they have likely survived for a long time and have a wealth of experience to draw on when it comes to screwing with the party. Sure, the hallway doesn’t have any traps, but maybe a fleeing monster ruffled the carpet a bit because he knows the adventurers following him will be proceeding carefully. If they think there’s a trap, they’ll take the time to be thorough, giving the monster and its allies time to better prepare.

Ambush predators are almost always intelligent as well, with a whole history of successfully managing to prey on inattentive mortals. There wouldn’t be mimics pretending to be treasure chests if it hadn’t worked really well for a long time. Maybe one of them is smarter than the others and uses the shapes of its less-intelligent brethren to guide its own decisions. My favorite example of this was a mimic my party encountered. Elsewhere, there was a mimic as a treasure chest and a mimic as a door, so this one decided to assume the shape of the door frame rather than the door, because it knew it wouldn’t catch anyone off guard if it was just another door.

It is important to remember that, just because the creature is a monster doesn’t mean it’s fine dying or an idiot. Yeah, it would probably suck for your party’s caster if the monstrous stump attack it first, since the caster has so few hit-points and no ability to resist the monster’s poison, but why the heck would a tree stump smart enough to hide and attack opportune prey attack the armor-covered party tank who could shrug off all its hits? Controlled monsters require specific direction to differentiate, but any free-willed creature should be able to tell the difference between an easy target and a difficult one.

If you’re looking for ideas to justify your players’ paranoia, the internet has some really great ideas. Homebrew monsters are fine since all you need to do is make sure it isn’t going to be an unfair, unwinnable fight. If you’re looking for this sort of thing, you’ve probably gotten fudging things well in-hand, so being able to take the idea of an overly powerful homebrew creature and bringing it down to being an appropriate challenge for your player should be easy. If the world is really as full of dangers as they players think it is, make sure not to let them down, you know?

When it comes to other creatures, like goblins and kobolds and anything intelligent, the idea that they’re willing to fight to their death is a little far-fetched. Maybe the fight was brutish and short, like the time my party killed three rocs in the time it took for them to make a first approach, but any drawn-out fight should mean the losing party has the chance to surrender or flee. No squad of goblin soldiers is going to fight to the death without some level of magical compulsion or incredible fear of whatever is directing them. Or they’re fanatics. Fanatics love fighting to the death. Just make sure they’ve got weird tattoos, clothing, and jewelry.

Just make your monsters interesting if your players want a little depth or fanatical and crazy if they just want to kick down doors and kill stuff. Monsters should reflect the your setting’s level of realism if you want your sessions to be believable. Good monsters and enemies are an important part of making the game feel real for your players.

Honestly, I could probably do an entire week of posts on making good monsters. This catch-all post feels a little scattered to me, so I think I’ll revisit this once I’ve finished developing (and running) the dungeon my players are about to face since it is going to be all about realistic, intelligent, and creative monsters. This is going to be a lot of fun for me and will hopefully give my players the opportunity to rise to new challenges.

Tabletop Highlight: Dungeon Building for D&D

I’m not very good at building dungeons, though I should probably add that I’m also not bad. I’m alright. They take a long time, compared to preparing story elements, planning cities, and making up characters. It takes a whole lot of work to get a dungeon built, if you want it to feel customized and unique. Don’t get me wrong, it is probably the most fun I have as a DM, preparing for a session. It just takes a whole day of work or several evenings. Trap assignments, copying stats down, finding references, creating custom traps, designing passageways and rooms, filling the dungeon with residents, and then coming up with any puzzles. Treasure and stuff is usually an after-thought, since I usually just keep refreshing a random treasure generator until I find a hoard I like.

One of the easiest things for me is the entrance. Setting up a dungeon entrance depends on how the party is going to encounter it. Are they going to stumble across a random dungeon? Are they looking for it because they heard a rumor or were sent to find it? For the former, perception checks work great and all you need is some place that the party would reasonably go that not a lot of other people would. If you’ve ever played D&D, pretty much every party is constantly going places no one else would, so that’s easy. If they’re looking for it, that’s even simpler since they’ve got a general location and will be making skill checks until they succeed. After that, you just need some flavor about how they found it, what the door is, and then a hurdle for them to overcome before they can enter. Like spotting a secret door in what otherwise appears to be a simple hidden outpost that hasn’t been used in centuries or having the lookout notice that the sand dune they’re looking at isn’t shifting like the other ones.

After that, my struggles usually start. What traps are appropriate? How many are appropriate? I like undead dungeons, because you don’t really need to think about how dungeon creatures or NPCs would get around. Undead just stand around until they spot something to attack and even the intelligent ones don’t need food or air. My favorite dungeon was actually a tomb built to keep the undead inside it, and the party didn’t realize it until they’d set off or disabled all of the traps at the door to the boos room. More recent dungeons have involved intelligent creatures that need food and water and sometimes air, so I’ve had to be very careful with trap and puzzle placement. How is a gaggle of kobolds supposed to bypass a 30-foot pit trap without some way to go around? Also, how are the lizardfolk supposed to go through the puzzle-door unless they know the answer to the puzzle? Solving these problems would make it easy for the party to by-pass the actual traps and puzzles because they’ve got high perceptions and at least one of them isn’t afraid to do a little torturing if he wants some information.

There are, of course, other ways around this. Labyrinthine dungeons. They’re a pain in the ass to build and draw on a map, but they can be so incredibly rewarding. All of the creatures that live in the dungeon would know their way around and could find the easiest passageways, while the party is stuck trying to muddle their way through without running into another dead-end filled with the newly animated corpses of the last group to fall to the poisoned needle trap the party just set off. Once you’ve figured out the best way to build them (and start saving parts the party didn’t explore for future dungeons), the only real problem is drawing them out so the party has some kind of physical space to move through. Sure, there are any number of software programs that would allow this, but I prefer a more tactile experience when I can get it. Wet-erase markers, a play-mat, and one of my players as the map-maker since it makes more sense to have the players draw the map based on your descriptions rather than to do it yourself and try to guess on their sight-lines/spacial reasoning abilities.

As for filling a dungeon with creatures and NPCs… Well, that’s usually a bit easier since you’ve probably got a themed based on the location or the reason the party is there. Build a few encounters, stick them in the dungeon’s rooms, and then add a few advantages to them to reflect the fact that they’ve had time to prepare for invaders. Also, remember that just because a large creature takes up a 10-foot space doesn’t mean it can’t also squeeze through a 5-foot hallway. Dungeon Master’s Guides and/or Player’s Handbooks should have some rules on how squeezing works, so maybe sticking a large creature in a medium hallway could be a lot of fun for you! It’d be super interesting for a bunch of snakes to show up in the hallway. They’d be able to manage it fine and could maybe use their size to shove the party around as they slithering through the halls.

Just, you know, make sure to build your dungeons a few sessions in advance of when you think you’ll need them. Chances are good you’ll wind up wanting a little more time than you planned to finish building your dungeon and it is usually worth taking the time to do it right rather than rushing it. You’ll feel a lot better about it, that’s for sure.