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The Roper Wrangler

Monster BFF

Introduction: Deep underground, a pair on unlikely monsters strike a wicked


deal for mutual benefit. To continue breeding horrible creatures, one monster
weaponizes another and adventurers become the feed down on the farm. But
there is a chance for escape — for whoever survives the Piercer Pacer!

An Underdark encounter for 8th-13th level characters

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The Roper Wrangler
Monster BFF

An Underdark encounter for 8th-13th level characters

Writing: David Friant, Doug Vehovec


Cartography: Nelson Vieira
Editing: Doug Vehovec
Layout and Design: Doug Vehovec

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Monster BFF
Because sometimes a creature’s gotta hit a creature
with another creature.
— Nerdarchy

Introduction
The initial concept for this pairing of monster BFFs
came about from the idea of one creature using an-
other creature as a weapon. In the original version,
a very big creature kept a smaller creature inside a
cage on the end of a pole. The big creature would
swing this long rod like a polearm, and the creature
inside the cage would use its natural abilities to
grapple or restrain the target.
During development, the caged creature went
through a lot of changes. It was some sort of ooze,
Suggested level
or a mimic with its adhesive trait. In the end, the Your mileage might vary depending on the particu-
weaponized creature became a truly terrifying mon- lar party. There are also variables in the encounter
strosity with a biological reason to act in tandem that could put certain characters at a significant
with the larger creature. disadvantage.

This weapon informed the wielder, based on its Difficulty


vel NNo. of characters LLe
natural environment, and so the Roper Wrangler Easy 4 13th level+
was created.
Medium 4 11-12th level
A fomorian and roper work in tandem. The formo-
Hard 4 10-11th level
rian pushes a large, wheeled iron box through the
Underdark searching for prey, while the roper rides Deadly 4 8th-10th level
in a cage on the fomorian’s back.
Cruel and twisted, the evil pair stalk the subterra-
nean world of the Underdark. Together they capture
unfortunate folk to serve as fertilizer and feed back
at their sadistic farm. The roper benefits through a
Monsters
Jutor the Roper Wrangler (fomorian)
steady supply of food for its piercer progeny, while
the fomorian simply gets perverse joy from inflicting Roper
pain and suffering on hapless victims. Piercers (20)
For good measure, a trio of sadistic, insane duergar
opportunists take advantage of the frightful farm
for personal gain. And so the Piercer Pacer contest
emerged, a deadly competition with no winners,
only losers. The Piercer Pacer takes place at an Treasure
Underdark waystation called the Grey Gauntlet, Jutor’s bag: iron cooking pot, bag of dried mush-
complete with its own bizarre hazards. rooms, 250 gp, 1200 sp, six gems worth 25 gp
each, a potion of greater healing, and a pendant of
golden stone engraved with a strange symbol worth
100 gp.

Environment Inside the roper’s gizzard, undigested treasure in-


cludes 400 pp, a dozen gems worth 50 gp each, and
Underdark/subterranean 1d4 magic items

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3
Description the Underdark, not too terribly far from a settle-
ment of dwarves. The tunnels are part of a min-
There are a few different ways to introduce this ing operation, with mine cart track laid down and
encounter to the adventuring party. All of them as- signs of recent work.
sume characters are traveling in the Underdark or There are no miners around, and it isn’t long be-
equivalent subterranean environment. The party fore the characters come upon a gruesome scene.
could be on a quest to discover the fate of missing A tunnel opens up into a larger cavern the miners
miners, lost within twisting tunnels or exploring used as a base camp. The cavern is roughly 60 feet
an unknown region for treasure or to further an- long and 40 feet wide. The low ceiling of the tunnel
other ongoing party goal. where characters enter the cavern soars upward to
80 feet.

Scenario 1 The first thing characters entering the cavern


notice is the stench of death. Swaths of the cavern
The party makes camp to rest after a long day of walls are painted in still slick blood, and a hor-
travel in the perilous Underdark. rifying mockery of life hangs above a large tunnel
leading out of the cavern on the opposite side from
From a distance, a feared denizen of the subterra-
where the characters enter.
nean world spies the adventurers — a wicked and
hideous fomorian, Jutor the Roper Wrangler. With Dismembered body parts are lashed together in a
all the Stealth Jutor can muster, he waits until the deliberate way. Among the overturned carts and
majority of characters are asleep or at their most debris from what appears to be a terribly violent
defenseless. Once he is within 50 feet of the most encounter are several large, sticky tendrils. Suc-
isolated character, he will use his Curse of the Evil cess on a DC 18 Intelligence (Nature) check reveals
Eye on that character to severely hamper them. the tendril is from a roper.
After that, Jutor’s “pet” roper will use its tendril A character who examines the body parts and suc-
to grapple and reel the cursed character in. Once ceeds on a DC 15 Wisdom (Medicine) check deter-
a character has been successfully reeled in, Jutor mines the body parts are all dwarven, from three
places the catch into an large, wheeled iron box. different individuals. A character who succeeds on
a DC 15 Intelligence (Arcana) check recognizes the
The iron box can hold 6 medium-sized creatures,
profane symbol as an inverted form of an ancient
and latches automatically via a sturdy spring
Elvish symbol for “beauty.” If the character speaks
mechanism. Opening the box from the inside re-
Elvish, they make the check with advantage.
quires a successful DC 25 Strength check, or DC
10 Strength check to open from outside the box, A successful DC 12 Intelligence (Investigation)
for a medium-sized or smaller creature. or Wisdom (Survival) check reveals wagon wheel
tracks much larger than the miners’ carts leading
Four victims of Jutor’s previous assault are al-
off into the larger tunnel. Characters who succeed
ready inside the box, dwarven miners from a
on a DC 15 Intelligence (History) check will recall
nearby basecamp. There were originally seven of
a dwarven settlement is within a few days travel
them on the crew, but the fomorian slaughtered
from their current location. A successful DC 10
the other three. These miners are clearly shaken to
Wisdom (Survival) check determines the wagon
their core in recounting the horrifying encounter
wheel tracks are a couple of hours old and can be
and the screams of their fellow miners who were
tracked through the tunnels.
torn limb from limb.
If characters travel at a fast pace, they can catch
Captured characters are taken back to the Grey
up to Jutor within two hours, but will have dis-
Gauntlet, where they are forced to compete in the
advantage on any Dexterity (Stealth) and Wisdom
Piercer Pacer.
(Perception) checks made during this time. At a
normal pace, they can catch up to Jutor in four
hours, just as he arrives back at the Grey Gaunt-
Scenario 2 let. At a slow pace, characters can follow the tracks
The party comes across the aftermath of Jutor’s all the way back to the Grey Gauntlet, but Jutor
attack upon a group of victims. will have already returned with his captives and a
Piercer Pacer is about to begin.
The party is traveling the subterranean world of

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If characters catch up to Jutor and defeat him and suffused with faerzress and recall information
his roper before they return to the Grey Gauntlet, about its effects. The information about faerzress
the captives in his iron box are extremely grateful below originally appears in Out of the Abyss.
for the rescue. A vast cavern is filled with dim light that shifts
They can inform the characters about the Grey in colors with no apparent source. The cavern is
Gauntlet and the Piercer Pacer event, which Jutor roughly circular, with a 500-foot radius. An under-
maliciously gloated to them about during their ground pond occupies the southwest corner of the
trek through the lightless tunnels. cavern.
The freed dwarves wish to return to their home In the center of the cavern is a waystation, essen-
settlement, a few days travel from the mining base tially a huge pavilion made of stone. Characters
camp, and from there to find this Grey Gauntlet who succeed on a DC 12 Wisdom (Perception)
and destroy the place in vengeance. check make out humanoid figures moving around
beneath the pavilion. A successful DC 12 Wisdom
(Survival) check reveals Jutor’s wagon tracks lead-
Scenario 3 ing down this path.
In the northeast section of the cavern, a mush-
The party travels through the lightless tunnels of
room grove grows thick among the stalactites
the Underdark, and enters a region suffused with
hanging low from the ceiling.
strange energy called faerzress. The first clue that
something is amiss is the ambient glow coming The pavilion is the Grey Gauntlet, a waystation
from a large cavern ahead where the tunnel the built and run by three duergar siblings — Fym,
characters are in enters into from the eastern side Hrarn and Gyngra Doomfist.
and winds down toward the cavern floor 80 feet Various denizens of the Underdark visit the Grey
below along the wall to the south. Gauntlet primarily to for the Piercer Pacer, a cruel
Characters who succeed on a DC 18 Intelligence competition run by the Doomfists. After striking a
(Arcana) check can recognize the area as being deal with Jutor, the formorian roper wrangler, the

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5
Doomfists devised a form of entertainment that wait to drop on unsuspecting runners, providing
pleased the wicked giant while also helping him in sustenance for the larval ropers. These piercers
his work as a breeder of ropers. never wait above one of the pits, meaning charac-
Captives brought back to the Grey Gauntlet in ters who detect and circumnavigate those hazards
Jutor’s iron box are stripped of all their equip- are at risk of a piercer dropping on them.
ment and thrown into the Piercer Pacer arena. The In addition to the dangers of the pit traps and
objective is to run the course and reach the other piercers, remember the area is suffused with faerz-
side. ress, making spellcasting a dangerous endeavor.
But the course is actually a feeding ground for the Any runners who reach the other side and pass
ropers’ piercer progeny that scuttle along the un- through the open portcullis discover a long, duer-
derside of the stone pavilion and drop down on the gar-constructed tunnel that exits into the mush-
unwilling participants of the race. room grove in the cavern’s northeast section.
Spectators of the Piercer Pacer, who view the This area is Jutor’s roper farm, where an adult
torturous track from a mezzanine running along roper lies in wait to devour any survivors of the
the sides of the arena, often interfere in the race, Piercer Pacer. Jutor always resides there, and any
cruelly impeding participants for their own amuse- equipment taken from characters will be
ment. Like the Doomfists say…
Gambling on the outcome of the Piercer Pacer is
also lively. Occasionally spectators at the Grey
Gauntlet will purchase participants from the “Here at the Piercer Pacer there are no winners
Doomfists as slaves or servants, returning to their — only losers!”
own homes in Underdark with them.
On extremely rare occasions, survivors of the
Piercer Pacer are actually awarded prize money for
Piercer Pacer
successfully reaching the end, and released back
The arena is a rectangular pit 70 feet wide and into the Underdark with whatever gear they had
190 feet long, with black iron portcullises at either when captured. Longterm exposure to faerzress
end. Piercer Pacer runs consist of six individuals, has driven the Doomfists quite insane and unpre-
stripped of equipment, forced into the arena from dictable. But make no mistake, no matter what
the western portcullis, which is slammed down they are always reprehensibly evil.
and locked behind them. The portcullis on the op-
If you want to make the Piercer Pacer even more
posite side is open and leads out of the arena for
dangerous than it already is, consider adding some
any runners who survive.
of the following hazards, or make up your own:
The surface of the arena is slate, but far from safe.
• Part or all of the arena floor is covered in rubble,
There are 13 concealed pit traps arranged across
making it difficult terrain.
the arena floor, each 10 ft. by 10 ft. and covered
with thin sheets of slate that break if more than • Portions of the arena floor are covered in slippery
30 pounds is placed upon them and drop into 10- mud, requiring a successful DC 14 Dexterity sav-
foot deep pits. ing throw to avoid falling prone.
Characters who take their time to check for haz- • Some or all of the pits have green slime at the
ards and succeed on a DC 15 Wisdom (Percep- bottom.
tion) check notice the thin shale covering over the • NPC runners in the Piercer Pacer actively pose
pits. Characters with the Stonecunning trait have a threat to other runners, shoving them into the
advantage on this check. If a character moves with path of piercers or spaces with pit traps.
the Dash action or is otherwise not carefully look-
ing for dangers, they must succeed on a DC 20 • Spectators “cheat” by affecting the competition
Wisdom (Perception) check. with their own abilities. For example, a drow casts
darkness into the arena from the mezzanine (don’t
Magical faerie fire torches line the arena along the forget — faerzress affects them too!).
north and south walls at 20 foot intervals.
• Arena walls are covered in grease, and any at-
Along the underside of the stone pavilion that tempts to climb out of the arena pit are made with
forms the ceiling of the arena, 20 piercers lie in disadvantage.

6 THE ROPER WRANGLER Not for resale. Permission granted to print or photocopy this document for personal use only.
Faerzress portance to him unless his farm was threatened.
• Areas suffused with faerzress are always filled Spectators of the Piercer Pacer who purchase any
with dim light. characters as slaves or servants can lead to dan-
gerous rescue missions in the Underdark.
• A creature in an area suffused with faerzress has
advantage on saving throws against any divination If you want to build off this encounter, characters
spells. If a divination spell doesn’t allow a saving could learn that the Grey Gauntlet is part of a
throw, the caster must succeed on a DC 15 Con- franchise chain of these horrible places in the Un-
stitution saving throw to cast the spell. Failing this derdark, and a quest to shut them all down might
save means the spell is wasted and has no effect. ensue.
• Any creature attempting to teleport into, within, Captives held by the Doomfists to take part in
or out of a faerzress-suffused area must succeed Piercer Pacer events who are freed by the charac-
on a DC 15 Constitution saving throw. On a failed ters will need escorts to return to their homes.
save, the creature takes 1d10 force damage and The strange symbol on the golden stone pendant
the teleportation attempt fails. Even if the save in Jutor’s bag could be a clue related to one of the
succeeds, the teleportation attempt can suffer a party’s ongoing quests, or lead to further adven-
mishap as if the destination was known only by tures you develop on your own.
description, regardless of how familiar the destina-
tion actually is. See the table in the teleport spell There’s a lot of different hooks and directions you
for more information. could take this encounter at any point. Pretty wild
for an idea that started with the concept of a big
• Areas suffused with faerzress have become taint- monster using another monster as a weapon!
ed by the chaos of the demon lords. When a spell
is cast in a faerzress-suffused area, the caster rolls
a d20. On a roll of 1, the spell has an additional
effect, determined by rolling on the Wild Magic More online
Surge table in chapter 3, “Classes,” of the Player’s Check out the Nerdarchy YouTube channel for a video
Handbook. where we discuss the origins of this Monster BFF here.
• Though faerzress can’t be dispelled, its effects Nerdarchy also has a series of Adventurers League
are temporarily suppressed in the area of an anti- Character Guides that include level breakdowns from
magic field. 1st-20th level, plus a bonus for Dungeon Masters — a
brand new creature stat block inspired by the character
build for use as an ally, NPC or antagonist in your D&D
games.
Complications • Mind Breaker Paladin
Where to begin?! • Zen Archery Master
In either of the scenarios that involve confronting • Sewer Ninja Tortle
Jutor in the Underdark, characters have opportu- • Nature Possessed Warforged
nities to learn of the Grey Gauntlet and the Piercer Thank you to the Nerdarchy and D&D community for
Pacer event. Fighting the fomorian and his wran- continued support and until next time, stay nerdy!
gled roper can be a challenging enough encounter
by itself.
Running the Piercer Pacer in a faerzress-suffused
cavern without equipment then battling the pair
right after is a tremendous challenge, so be very
careful about how you deploy this encounter.
Characters who learn of the Grey Gauntlet and the
horrible activity there might certainly want to put
an end to such cruelty. In this case, any number of
dangerous Underdark inhabitants might be at the
waystation at any given time.
Jutor is only concerned with his roper farm. An
assault on the Grey Gauntlet would be of no im-

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The Grey Gauntlet and Piercer Pacer arena

8 THE ROPER WRANGLER Not for resale. Permission granted to print or photocopy this document for personal use only.

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