You slink into the shadows behind a Dire Wolf, Dagger at the ready. When the moment is right, you strike at your target! The attack hits its mark and your prey goes down with a yelp. You notice then that the Dire Wolf has a collar on it. The earth quakes. Something big is coming!
Using your new abilities from the Player's Handbook, how will you defeat the approaching enemy?

Roll for Initiative
You slip into bushes, pulling up your hood and steadying your breath. Hidden, you watch as a Troll emerges and inspects the felled Dire Wolf. It wails. Then, rage boils over it. It sniffs the air and inspects the ground, turning its back to you. Now is the time to strike!
Draw Your Weapon
You have a Hand Crossbow slung over your shoulder and a pair of Daggers at your hip. You've mastered each weapon and each has their benefits. But which to choose?
- Daggers: You're swift with your pair of Daggers, allowing you to stab at your enemies and make a quick getaway before they even know what's coming.
- Hand Crossbow: You're a trickster at heart and you move your weapon in disorienting patterns, making it hard for your target to defend against your shots.
Attack!
You draw your Daggers and rush out from the brush. The Troll has no time to react. You leap up and stab your Daggers into its back, using your weight to split the monster open. It roars and swings, sending you flying.
As it recovers, you quickly plan and execute your next move.
You Poison It
You quickly coat a Dagger in a toxin and charge back in. You stab the back of its leg. It isn't a big strike, but it does its job. The Troll shakes its head dizzily as the poison sets in. Its attacks become sluggish, making the fight easier to navigate.
You Trip It
Despite its injuries, the Troll remains light on its feet. It lunges forward, slashing open your armor with its claws. If not for your uncanny speed, it would have split you open down the middle! Retaliating, you dive low and stab its legs—one, two—with your Daggers.
The Troll collapses to its knees, right how you want: Prone.
You Strike and Dodge
You circle the Troll. It swipes at you tiredly. You find an opening, rush forward and stab twice again. Before it can retaliate, you dodge aside and slink into the shadows once more.
More Tricks to Master
Unable to keep up with your attacks, the Troll collapses to the ground—dead. But you know better. You quickly pull out your Torch and use it to light the Troll's body on fire.
You make camp for the evening. But rest doesn't come to you easily.
You repeat the battle in your head again and again. You retrace the Troll's steps and how it swiped the air after you with its claws. You finger your tattered, bloody armor. If you'd step this way or that way, you might have spared yourself the burning wound in your chest.
Your mind eases as you feel yourself dragging your Daggers down the Troll's back. Hear its guttural cries as you swing the blades into its long limbs. Faster, you tell yourself. Next time, you tell yourself, you'll get the kill faster.
In the morning, you leap to your feet. You sharpen your Daggers and survey the land. Your next kill awaits.
Ready to Level Up Your Rogue?
The new Player's Handbook adds more tricks to the Rogue's arsenal. Discover new ways to land your Sneak Attacks and new reasons to strike first.

Interesting article.
I am very interested in the thought process behind this article. It looks to just be a short story that describes the narrative behind a Rogue in combat... but that's not written anywhere. Don't take this as a "don't do this again," though, I definitely want more than just listicles and ads for content!
I’ll try this for my campaign to see if my players like this.
I’m pretty sure my players will enjoy fighting a troll and setting it on fire, mostly because they really enjoy setting random things on fire to see what happens.
just a random question: why does the troll want to inspect the dead dire wolf? Dire wolves usually live with others of their kind and personally I think it would be a little dangerous.
I rather appreciate how this quick take with character options sets the tone for multi-weapon attacks. This is an area where I struggle to meet player intent and rule of cool with rules as published. In just a few paragraphs of exciting action, you resolve the equip/unequip dilemma: Attack draws both weapons! Applying poison coats one weapon.
Nicely done! I love this style of rules by example.
My players might kill the monsters too fast, so I’m going to ass more health for the encounters.
I really like the trip option. It seems funny and amusing, so i will probably hint my players to try tripping the troll.
My campaign is chaotic, so i will probably add more trolls for the encounter to make it more amusing for them.
Name suggestion for the troll: ryn (pronounces rine)
Sweet little story and explanation of the rules!
@miasargent: I assume it was his little buddy.
the dire wolf has a collar so its probably the trolls pet
How does the Rogue attack and dodge in same round?
Is this article about the cunning strike feature?
Mistakenly used dodge instead of cunning strike withdraw or cunning action disengage?
This is great! Really like how it shows a story. Can't wait for the next one.
I believe the thought process starts with "L" and ends in "arge language model".
I thought this was going to be useful, but it's just someone's fanfic. 😬
I think each bit should link to the actual ability used. But no. Weird.
I assume its the dagger mastery Nick ability used for offhand extra attack without using a bonus action
Unfortunately, I fear you may be right. "Bu- bu- but we got rid of the AI art in Bigby's!"