How a Cute Little Robot In Distress Nearly Killed My Entire Party
We officially made it to Day 2 of my cyberpunk D&D campaign set in Iceland in the year 2136 after a much needed long rest.
For the first time since starting the campaign, the party woke up with no train cars collapsing around them, no immediate combat encounter, and no giant narrative emergency forcing them in a specific direction.
Which meant something terrifying happened instead:
They were free.
And apparently the first thing free people do in the Neon Plane is go get pizza. At 9am.
The session started with the group deciding to walk across the street to a place called Slices, a pizza shop run by a Jersey-sounding hobgoblin named Cutter.
Simple enough.
Except the second the party crossed into the alleyway between buildings, my players immediately became suspicious because I switched the Foundry map from the normal neighborhood view to a much more zoomed-in detailed alley map.
Veteran D&D players truly have the survival instincts of abused raccoons.
I unhid a small token:
a cute little robot in distress.
Of course this was just a reskinned version of the classic “creature in distress” trap that experienced players should absolutely know better than to interact with.
Naturally, they interacted with it immediately.
Our seven-foot-tall warforged Paladin, Golgor, decided he wanted to carry the robot with the party, while our female synth warlock started scavenging the alley looking for something to strap it onto his back with. They thought they were getting one up on me by “breaking the game”. Lol.
At one point she attempted to break into a parked vehicle for supplies. She rolled high enough on Sleight of Hand to avoid setting off the alarm, but still failed the actual attempt. The image of a sexy robot delicately trying to commit quiet car theft in a dark alley absolutely destroyed all of us at the table.
Eventually she found some straps in a nearby trash can and started improvising some makeshift harness.
And the second they picked the Wall-E sized robot up…
Its eyes turned red.
Combat started immediately.
I had designed this thing to be incredibly aggressive. Grapple-hungry. High pressure. Constant engagement. But the real surprise came from a feature I added almost as a joke while building it a few hours before session start:
Self-destruct.
At the end of the fight, the robot had nearly wiped the entire four-player group.
Two party members were left barely standing at around 7 HP while the other two were fully downed after the robot detonated for 4d10 fire damage in a massive explosion.
The only reason the campaign didn’t become a smoking crater in an alleyway on Day 2 was because half the party managed to pass their Dexterity saves.
I’m still laughing about it.
And honestly, I think that encounter taught the players something extremely important about the world:
just because something looks cute does not mean it’s safe.
Once the smoke cleared, the survivors limped into Slices and finally met Cutter properly.
This also became the party’s first short rest of the campaign, which weirdly felt like a bigger milestone than some combats I’ve run. Everyone relaxed. The tension dropped. The group started feeling less like passengers surviving disasters and more like actual people inhabiting the district.
Our Shadow monk, Grin, bought his first knife so he could start fulfilling his Joker-cosplay fantasy.
The group got food.
They talked.
No world-ending stakes. No combat music (switched to ambient lo-fi). Just recovery and conversation.
And honestly?
That stuff matters more than I expected.
Afterward, the party decided to continue exploring Lantern Docks and eventually wandered into Chrome Heart, the neighborhood cyberware and augmentation clinic.
This became their first real exposure to the homebrew augmentation systems I’ve been building for the campaign. Most of the upgrades were definitely outside their budget, which honestly helped the world feel more believable, and kept them from biting off more than they can chew too early. The players immediately started mentally cataloging future goals instead of simply buying power upgrades immediately.
Then came one of my favorite moments of the night.
One of the players decided to use his in-game phone to look up reviews for a nearby coffee shop.
Now, under normal circumstances, this would be a completely insignificant moment.
But because he’s an enormous armored robot built like a walking refrigerator, I made him roll Sleight of Hand to type on the tiny device.
He rolled a 10.
Which instantly evolved into all of us roleplaying him struggling to type things like:
“lcoal cofdee ner mee”
The entire table lost it.
The party eventually arrived at the coffee shop and met the owner/barista, a highly perceptive information broker who was specifically designed to recognize the players as the “heroes” from the train incident and potentially offer them their next narrative hook.
Unfortunately, one of the party members immediately tried lying to him.
Which went poorly.
The NPC became suspicious almost immediately and emotionally closed off from the interaction. The players unknowingly talked themselves out of what was supposed to be a clean quest hook.
But one of the other party members tipped him generously on the way out, and I had him give her a subtle wink before they left.
So now that thread is still alive.
Just damaged.
Which honestly feels far more interesting than if everything had gone according to plan.
Finally, the group headed down to the docks to meet back up with Koji, the party’s recurring DM PC:
a female tabaxi Kensei monk modeled directly after my girlfriend’s and my cat.
This led into one of the most enjoyable stretches of pure roleplay we’ve had so far before Koji directed the group toward the next major event in the district:
an underground street race.
And not just a background event.
An actual fully-built mini-game.
Custom racer tokens.
Movement systems.
Betting mechanics.
Potential sabotage.
Crowds.
Bookmakers.
Chaos.
By the end of the night, the players were standing at the edge of a neon-soaked Fast & Furious-inspired race scene (with 24’s by T.I. as the background music) packed with spectators, engines screaming through the docks while people shouted odds and exchanged money under flickering lights.
That’s where we ended the session.
And honestly, the biggest realization I had tonight wasn’t about combat balance or encounter design.
It was about prep.
I’m only about a month into DMing, but I’ve already noticed something massive changing in how I prepare sessions.
My early notes were gigantic.
Miles long.
Overwritten.
Overplanned.
Trying to anticipate every possible thing the party could do.
Now?
My prep is getting shorter.
Not because I care less.
But because I’m finally starting to understand what experienced DMs mean when they say:
“Let the players tell the story.”
The trick isn’t writing a railroad.
It’s building a world dense enough that the players can collide with interesting things naturally.
A suspicious alley.
A fake distress robot.
A pizza shop.
A coffee conversation gone awkward.
A street race.
That’s all tonight really was.
And somehow it became one of the most memorable sessions we’ve had so far.












