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[Encounters] 2021 Dungeon Masters Guild

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Published by Sanguinetti, 2022-07-12 04:55:46

200 Non Combat Encounters

[Encounters] 2021 Dungeon Masters Guild

TABLE OF CONTENTS

Table of Contents ................................... 2 Abandoned Campsite.................. 18 Kenku Village ................................ 34
Introduction ........................................... 3 Seagulls........................................... 18 Rainfall ........................................... 34
Dream Encounters .........................19 Fierce but Small ........................... 34
Overview............................................ 3
The All-Seeing Eye ...................... 19 Roadbuilders ................................. 34
The structure .................................... 3 A Memory Changed ..................... 19 Mountain Encounters ................... 35
How to use......................................... 3 Fighting Yourself ......................... 19
The Curious Giant........................ 35
Browse randomly ........................... 3 Songs of Nature ............................ 19
A Void Filled................................... 19 Dwarven Miners........................... 35
Find an encounter category ........ 3 Swimming in Ale ..........................20 Hoard of the Young Dragon...... 35
Select randomly.............................. 3 The Broken Bridge ...................... 35
Creator’s note................................... 3 Enchanter of Minds.....................20
A Locked Idea ................................20 The Roc’s Nest .............................. 35
Encounters – Short Description ..........4 The Endless Hall ..........................20 Rockfall........................................... 35
Badlands............................................4 A Cup of Tea................................... 35
City .....................................................4 Attic ...................................................21
The Fire Burning Within.............21 Thin Air........................................... 36
Desert ................................................ 5 The Group of Shadows ................21 Above the Clouds ......................... 36
Dream ................................................ 5 Mirror Ice ....................................... 36
Forest.................................................6 Your Mind’s Garden .....................21
Feather Fall.....................................21 Warm Hearts ................................. 36
Grassland ..........................................6 Visions of Hell................................21 The Broken Railroad ................... 36
Marshland......................................... 7 The Day but Different ..................21 An Armed Trap ............................. 36
Mountain .......................................... 7 The Gatherer ................................. 36
Sea ......................................................8 Lucid Dreaming ............................22
Enlarge & Reduce .........................22 Mindful Monks............................. 37
Underdark .........................................8 Bird’s Perspective ........................22 Call of the Winter Wolf .............. 37
Encounters – Detailed Description .....9 The Shining Crevice .................... 37
Darkness .........................................22
Badlands Encounters.......................9 Forest Encounters ..........................23 Hard Snowfall ............................... 37
Feather Faller................................ 37
Bird Nest Surprise..........................9 The Talking Tree .......................... 23 Frozen in Ice.................................. 37
Unexpected Greenery ...................9
Friendly Goats.................................9 Pixie’s conclave ............................ 23 Sea Encounters............................... 38
Tired Woodcutters....................... 23 Merfolk Gambler.......................... 38
Tumbleweed Migration................9 Forest Watchtower ......................24 The Friendly Whale..................... 38
Colors of Danger........................... 10
The Lost Trader ............................ 10 Colorful Mushrooms...................24 Abandoned Debris ....................... 38
Children’s Playground ...............24 The Lost Traveler ........................ 38
Ravens’ Path.................................. 10 Weird Woodpecker ......................24 Air Elemental ................................ 38
Hard Rain........................................ 10
Groundhog Day............................. 10 Circle of Ferns ...............................24 When Fish Fly ............................... 38
The Lone Cub.................................24 A Green Lit Sea ............................. 38
Rock Formation ............................ 10 Treehouse.......................................24 Keep it Straight ............................ 38
Abandoned Temple ..................... 10
Lone Mephit.................................... 11 The Hidden Spring ......................25 Sea Sickness .................................. 39
Dark Friend ....................................25 The Island that Isn’t ................... 39
The Roc’s Feather ......................... 11 Stuck Arrow ...................................25 A Patch of Ice ................................ 39
Trip and Laugh .............................. 11
The Crossroads .............................. 11 Thick Moss.....................................25 A Patch of Algae ........................... 39
Curious Squirrels .........................25 Ship Immobilized ........................ 39
Curious Stones ............................... 11 Reckless Hunters .........................25 Reflection ....................................... 39
The Wildflower .............................. 11
The Hermit...................................... 11 Hidden Chapel ..............................25 Hungry Dragon turtle................. 39
The Smell of a Bear......................26 Illusory Fire ................................... 39
Footsteps ......................................... 11 Abandoned Camp .........................26 Cook Gone Sick ............................. 39
Sight of Beauty............................... 11
City Encounters .............................. 12 Autumn Comes Early ..................26 Black Powder ................................ 39
Grassland Encounters................... 27 Song of the Sirens........................ 39
Innkeeper’s Daughter................. 12 The Crew’s Headache ................. 39
Those Curious Cats ...................... 12 The Shy Goblin .............................27
Progress .......................................... 12 Underdark Encounters ..................40
Rabbit Family ................................27 A Ray of Sunlight .........................40
Restoring Old Memories ............ 12 Runic Circle....................................27 Draw the Drow..............................40
Caught up in a Wedding ............. 13 Old Ruins ........................................27
A Kid’s Fortune ............................. 13 Dreaming about the Sky ............40
Territory of the Lioness .............28 The Forge .......................................40
Released from War ...................... 13 Statue of Memories .....................28 Unmanned Watch ........................40
Street Magician............................. 13 Earthly Remains...........................28 Lost Mining Expedition .............40
An Amulet Found ......................... 13 The Scrollcase ...............................28
A Generous Noble......................... 13 The Three Gates ...........................40
The Archeologist ..........................28 Spiral Staircase.............................40
Those Pesky Racoons! ................ 14 Wildfire ...........................................28 Daylight ..........................................40
Riverside Memories .................... 14 Till the Sun Comes Up ................28
An Honest Thief............................ 14 The Last Wish ................................41
Firefly Dance .................................29 The Amber Chamber....................41
Blessing of the Gods.................... 14 Harmless Undead.........................29 Bet your Life on it .........................41
Helping your Elders .................... 14 The Splitting Grass......................29
A New Business............................. 14 Weeping Walls ...............................41
Lone Tree........................................29 Ahead of Her Time .......................41
The Cloak ........................................ 15 The Three Brothers .....................29 Changed Perceptions...................41
Sparrow’s Dinner ......................... 15 A Dog’s Meal..................................29
A Proud Mother ............................ 15 Gold Veins .......................................41
A 20-sided mystery.....................29 The Little Spider ...........................41
Lighting up the Town ................. 15 Bison Herd .....................................29 Petrified ...........................................41
Desert Encounters ......................... 16 Cold Winds .....................................30
Forgotten Alchemy ......................41
Talking Mirage.............................. 16 Marshland Encounters .................. 31 Distant Whispers ..........................41
Mimic My Sound ...........................31 NPC Setup ............................................. 42
Water Trader ................................. 16 Jade Totem ......................................31
Spider Roll ...................................... 16 Appearance .................................... 42
Oasis ................................................. 16 A Positive Hag ................................31 Strengths........................................ 42
These Gasses Don’t Smell ..........31 Flaws................................................ 42
Sandcastle in Nowhere ............... 16 The Sweet Fruit .............................31
Dunesailor ...................................... 16 Secrets............................................. 42
Travelling Rocks........................... 17 The Fisherman’s Catch .............. 32 Credits ................................................... 43
The Turtle Trader ........................ 32
Dry Riverbed .................................. 17 Trapped Crocodile ....................... 32
Salt Deposits .................................. 17
Tired Stork ..................................... 17 The Fortune Teller....................... 32
Butterfly Dance............................. 32
Nighttime Symphony ................. 17 The Scrying Pond ......................... 32
Blocked Canal ................................ 17
Sandstone Basin ........................... 17 Feeding Kingfisher ...................... 32
The Traveling Merchant ............ 33
Fairy Circles ................................... 17 The Liar ........................................... 33
Flowering Cacti............................. 18
Planar Traveler ............................. 18 Moonshiners’ Den ....................... 33
All That Copper Gone.................. 33
Protective Snakes......................... 18
Glowing Sand ................................ 18

2

INTRODUCTION FIND AN ENCOUNTER CATEGORY

OVERVIEW • Look at the “Short Descriptions” and identify your
environment of interest.
T his supplement contains a total of 200
unique encounters, focusing on social • Browse through the second column of the tables, and
interactions with NPCs, deepening role play find out which category of encounters are you looking
experience within the party, engaging with for? This book has ideas covering the following:
o Nature: An effect of nature, a landmark or a
environmental effects, solving skill challenges, and happening that is first and foremost meant to
be observed – with options for players to
meeting interesting creatures. partake or modify outcomes.
o Hook: The start of a potential story with NPCs
This is not your usual “roll 1d4 Wolves and 1d6 bandits” and secrets involved. While the ideas may
already be half-baked, you will need to do some
encounter list! work on these to embed them in your world.
o Creature: Meeting a creature that may look
The encounters are aimed to be resolved peacefully, and interesting, act unexpectedly, or hold
to provide a light-hearted, friendly time among all the interesting secrets.
dangers the adventurers face. They contain the setting, o Skill: A skill challenge relevant to the
description, some dialog, and backstory options – and environment the players travel through.
multiple potential ways of resolution. Some are magical, o NPC: A person of interest with their backstory,
some are mundane – but they all fit a D&D 5th Edition quirks, and specifics.
fantasy campaign setting. o Loot: An item that may be hard to get or
identify – but one that can yield interesting
THE STRUCTURE benefits or even bring great value to the players.

The publication contains encounters for 10 distinct SELECT RANDOMLY
environments.
• Select an environment and find the related 20
The beginning of the book has itemized lists, to help encounters with short descriptions in the following
you navigate and hand pick stuff you like. chapter.

After the lists, the detailed descriptions can be found • Navigate to the “Detailed Descriptions” and roll a d20
split to chapters in line with the 10 environments in the for a random selection for your preferred
book. environment.

In the end of the book, you find the NPC setup blocks • Navigate to the full description and get familiar with
to support the encounters wherever an NPC needs to be the encounter concept. Review and roll up NPCs (if
rolled up. included) – using the Appearance, Strength, Flaw and
Secrets Tables.
Chapters start with a 1d20 random encounter –
optional for you to use. Some of the encounters are • Review related stat blocks and items from the official
simple and may last no longer than a minute, while books – Prepare for any unexpected things your
others may ignite a whole side quest, and require your players may pull during the encounter.
thoughts to come alive.
• Some encounters may need you to add flavor –
Each encounter holds all needed background embedding them into your version of the lore.
information within, the only external resources you
need are the Monster Manual, Player’s Handbook and CREATOR’S NOTE
Dungeon Masters Guide – which are used to reference
stat blocks of the creatures, mundane or magical items This is a long book – and has a wide variety of ideas
that may be used within the encounter. Such references inside – but it does not align with the idea of a combat
are marked with bold in-line text. Aside of these focused D&D session.
resources, standard rules will be referenced too for
ability checks, saving throws and the like. I personally believe that while fights and loot are
good, not all encounters need to have a reward to them –
HOW TO USE sometimes players are expected to engage in altruistic
ways or just observe the happenings around them.
If you decided to buy this book, I think you can figure it
out without this chapter, but hey, sometimes ideas come I cherish any and all involved role play discussions
in handy regardless! throughout the sessions I am running and this
publication is set up in a way that fosters inclusion,
BROWSE RANDOMLY positivity, sometimes a bit of a thrilling experience, and
non-aggressive interactions, while exploring a story –
Gather ideas, read through the “Short Descriptions” together.
chapter or the full scenarios under “Detailed
Descriptions” in this book and build your own story. You NPC gender and flavor in multiple cases remains to be
are the DM, you do what you want as long as you are determined by you, the encounters may provide a
having fun! proposal that you can use out of the box.

This supplement is pay-what-you-want on DM’s Guild,
but took a long time to put together. If you like it, consider
buying it – or donating a coffee’s worth here.

3

ENCOUNTERS – SHORT DESCRIPTION

BADLANDS

1d20 Category Event Description
A colorful bird drops a shiny ring before flying to its nest in a rocky wall.
1 Hook Bird Nest Surprise Players find a lush garden – out of place in these dusty, rocky, and dry badlands.
A pack of mountain goats decide to accompany the players on a part of their journey/
2 Hook Unexpected Greenery Tumbleweeds appear and roll swiftly through the landscape, containing some items within.
Players find a small gecko, capable of changing its color, and warn players of dangers.
3 Creature Friendly Goats A trader lost in a dust storm – grateful for any help to find civilization.
Ravens circle above, trying to lead the party to a respite in these hostile lands.
4 Skill Tumbleweed Migration A heavy rainfall colors the badlands green with vegetation– almost instantly after it starts.
Pesky groundhogs try to steal the players’ items but give other treasures in return.
5 Creature Colors of Danger A large rock balancing on a flat base – is about to trip and fall to the ground.
4 enchanted stone columns with inscriptions – each providing a temporary resistance.
6 NPC The Lost Trader A lost soul follows players and gets excited if they find its remains in a nearby crevice.
A large bird leaves an extremely large feather behind.
7 Creature Ravens’ Path A player falls and gets red powder smeared all over their equipment and body.
A sign, showing two directions and a thieves’ cant message of treasure.
8 Nature Hard Rain 4 small stones, capable to be enchanted into magical items.
A little green flowering plant against all odds is growing strong between two rocks
9 Creature Groundhog Day An alchemist living alone in the badlands, greeting guests, and helping them.
10 Nature Rock Formation The signs of a large crowd are visible in the dust and then suddenly disappear.
A great view of the canyon ahead.
11 Nature Abandoned Temple
12 Creature Lone Mephit

13 Creature The Roc’s Feather
14 Nature Trip and Laugh

15 Nature The Crossroads
16 Item Curious Stones

17 Nature The Wildflower
18 NPC The Hermit
19 Nature Footsteps

20 Nature Sight of Beauty

CITY

1d20 Category Event Description
The innkeeper’s daughter loves the tanner’s son, but their love is forbidden.
1 Hook Innkeeper’s Daughter Cautious cats look at the players from the distance, curious, but not trusting.
A young man in tears, grasping a rusty key. He has just bought a home for himself.
2 Creature Those Curious Cats A beggar asking for a coin and sharing his half-forgotten stories.
A wedding party catches the players and drags them along to celebrate.
3 Hook Progress A kid will propose to tell your fortunes – in return for some sweets.
An armored war veteran looking to reunite with his wife.
4 Hook Restoring Old Memories A lady is performing magic tricks, with some arcane essence. She has greater goals though.
An amulet is hanging from a sewer grate. Its owner was dragged down to the depths.
5 Hook Caught up in a Wedding A well-dressed noble asks the party to help hand out wealth to the poor of the city.
A barrel of raccoons will try to find and steal all food on unsuspecting players.
6 NPC A Kid’s Fortune A reflection in the river reminds players of old memories – helpful in their current dealings.
A man of regret – sitting and drinking the pain away on the side of the road.
7 NPC Released from War A blessed moment fills the players with power.
An old woman struggles to take her wares to the nearby market.
8 NPC Street Magician A tiefling lady will try convincing you to spread the word about a new drink she is brewing
A mysterious mage hands a patched cloak to the players and then disappears wordlessly.
9 Hook An Amulet Found Feeding sparrows lead players to an abandoned alchemy laboratory.
A lady handing out jars of fruit jam, celebrating her daughter’s success.
10 NPC A Generous Noble A worker replacing torches greets the players in the night, happy to chat and make friends.

11 Creature Those Pesky Racoons!

12 Nature Riverside Memories

13 NPC An Honest Thief

14 Nature Blessing of the Gods

15 NPC Helping your Elders

16 Hook A New Business

17 Loot The Cloak

18 Nature Sparrow’s Dinner

19 NPC A Proud Mother

20 NPC Lighting up the Town

4

DESERT

1d20 Category Event Description
An ethereal figure, out of reach – giving useful advice.
1 Nature Talking Mirage A gambler willing to risk their wares for a good game.
The small inhabitants of the dunes may uncover a treacherous path ahead.
2 NPC Water Trader A respite, that has been found by others before as well.
A magical, ever-present sandcastle.
3 Skill Spider Roll An unusual sport – and an expert who likes to challenge the elements.
A cursed family – forever deemed to move at an impossibly slow pace, to change their fate.
4 Nature Oasis The remains of a river and its inhabitants – still trying to hold on to the last breath
A natural phenomenon making it hard to hide – or find drinkable water.
5 Loot Sandcastle in Nowhere A bird in dire need of rest, water and help to reach its destination.
The memories and ghosts of the past host a nighttime celebration around the resting party.
6 NPC Dunesailor A stream of water – split in the middle by some sort of magic.
A slightly shady looking bath – that freezes during the night and hides toxic effects.
7 Hook Traveling Rocks A determined fairy trying to grow gold – not wishing to be interrupted.
The wonder of nature, that may be harvested for the good of the travelers.
8 Nature Dry Riverbed The party meets a visitor through planes who seems... slightly confused.
The poisonous inhabitants grow fond of the adventurers for a while.
9 Nature Salt Deposits Sand may not always be what it seems – sometimes it is alive and may be taken with you.
Take what you need, give what you can.
10 Creature Tired Stork A seagull seems to be in trouble – it may not last long without help.

11 Nature Nighttime Symphony

12 Hook Blocked Canal

13 Nature Sandstone Basin

14 NPC Fairy Circles

15 Nature Flowering Cacti

16 NPC Planar Traveler

17 Nature Protective Snakes

18 Loot Glowing Sand

19 Nature Abandoned Campsite

20 Nature Seagulls

DREAM

1d20 Category Event Description
A vision, that allows insight to those who select the right place and the right time.
1 Hook The All-Seeing Eye An opportunity, to get a second chance in life.
Preparation for an inevitable – and a warning through your reflections.
2 Hook A Memory Changed A touch of nature may enable players to increase their harmony and harness its powers.
Whoever fails to resist the pull of the void, may be the target of greater evil for the future.
3 Hook Fighting Yourself Swimming is great, but surviving is even better. Can the party get out of the ale sea?
A player’s mind may be strengthened – if they understand the enchanter’s intent.
4 Skill Songs of Nature Chests in the mind of a player hold an important campaign secret. Will they open in time?
A memory locked away at the end of an endless hallway. Find a way to get to the door!
5 Skill A Void Filled Childhood memories uncovered together in a dusty attic.
Selfless sacrifice to fuel your own flame gives a long-lasting benefit.
6 Skill Swimming in Ale Sticking together, creating light to defeat an undefeatable enemy.
Tending to plants that resemble parts of your personality – be careful with your approach!
7 NPC Enchanter of Minds A peaceful fall results in a peaceful rest. Your mind decides how you wake up!
An image of hell – and some standing strong against it. Is this real, or is this a metaphor?
8 Skill A Locked Idea A second chance in recognizing details that may have been missed during the day.
The feeling of helplessness may bring peaceful or terrifying experiences.
9 Skill The Endless Hall Fighting your larger self requires willpower and wisdom.
Flying through the world to see notable events unfold.
10 Nature Attic Instilling a sense of urgency.

11 Nature The Fire Burning Within

12 Skill The Group of Shadows

13 Skill Your Mind’s Garden

14 Nature Feather Fall

15 Nature Visions of Hell

16 Nature The Day but Different

17 Nature Lucid Dreaming

18 Skill Enlarge & Reduce

19 Hook Bird’s Perspective

20 Hook Darkness

5

FOREST

1d20 Category Event Description
An unexpected friend in the depths of the forest.
1 NPC The Talking Tree The politics of a hidden village get exposed – and the party may help resolve conflicts.
Exchanging information for help with honest workers in the woods.
2 Hook Pixie Conclave A paranoid trap master, and his home opens up to the adventurers.
Eating unknown mushrooms and finding out their effects can be fun!
3 NPC Tired Woodcutters A secret spot for a nearby village’s smallest inhabitants.
Sometimes birds get scared by their own actions – and give the party things to investigate
4 NPC Forest Watchtower A ceremonial looking clearing in the middle of a forest.
A lost bear cub is looking for its family and wants to have some fun along the way.
5 Nature Colorful Mushrooms A hidden writer’s respite – home to a disappointed artist.
Hard to find springs may yield worthy benefits.
6 Nature Children’s Playground A content panther gives a scare to the party – and then goes to sleep.
A mundane looking arrow upon investigation uncovers its true value.
7 Nature Weird Woodpecker An unusual plant grows above and under the ground, through the power of a lost artifact.
Helpful rodents accompany the party if they find them friendly enough.
8 Loot Circle of Ferns A stray arrow endangers the party – coming from a reckless couple. They are very sorry…
The shrine of love - hidden in the forest.
9 Creature The Lone Cub A gassy bear alerts the party – can the party help it though?
A ravaged campsite – did the campers escape?
10 Nature Treehouse Leaves change color within a couple of seconds – signaling significant change.

11 Nature The Hidden Spring

12 Creature Dark Friend

13 Loot Stuck Arrow

14 Loot Thick Moss

15 Creature Curious Squirrels

16 NPC Reckless Hunters

17 Nature Hidden Chapel

18 Creature The Smell of a Bear

19 Nature Abandoned Camp

20 Hook Autumn Comes Early

GRASSLAND

1d20 Category Event Description
A fragile creature hiding in the grass – looking for friends.
1 NPC The Shy Goblin The local rabbit population is out of hand – and hard to catch!
A powerful magical effect holds a magical artifact. Will you be able to take it?
2 Creature Rabbit Family Under long forgotten debris items may be found with unforeseen benefits and drawbacks
A wounded lioness is fiercely protecting her territory.
3 Hook Runic Circle A magical statue helps players with something they knew already – but have forgotten.
A fresh corpse lies out in the grass – someone may be waiting for them at home…
4 Loot Old Ruins An abandoned wagon with a hidden compartment.
A fanatic – digging for artifacts of the past.
5 Creature Territory of the Lioness The dry grass catches fire easily, and players need to act quick to save themselves.
An unsettling omen, or magical effect causes an early and dark night.
6 Nature Statue of Memories Little shining bugs are the wonder of nature – do you want to catch them?
2 reanimated husks drag themselves on the ground – the victims of a recent slaughter.
7 Hook Earthly Remains A bored deity is drawing paths with their invisible fingers in the tall grass.
A single tree serving as a landmark, and a potential source of information.
8 Loot The Scrollcase Three unusual figures, with unusual goals - doppelgangers trying to integrate to society.
A dog close to giving up – weak in form, but still fierce in mind.
9 NPC The Archeologist A d20 from behind the 4th wall – the source of potential benefits for the party.
A bison herd trampling in the direction of the party – near unstoppable.
10 Skill Wildfire Unexpected weather changes may catch unprepared party member off guard.

11 Hook Till the Sun Comes Up

12 Creature Firefly Dance

13 Hook Harmless Undead

14 Nature The Splitting Grass

15 Nature Lone Tree

16 Hook The Three Brothers

17 Creature A Dog’s Meal

18 Nature A 20-sided mystery

19 Skill Bison Herd

20 Skill Cold Winds

6

MARSHLAND

1d20 Category Event Description
A very talkative bird repeats the party’s discussions – and things it overheard before.
1 Hook Mimic My Sound

2 Loot Jade Totem A peculiar looking totem that holds no traps – only some valuables to take.

3 NPC A Positive Hag A hag whose alignment is out of the ordinary.

4 Skill These Gasses Don’t Smell Patches of gas with negative effects puff up from unexpected places.

5 Nature The Sweet Fruit An unusually healthy tree yields hidden but very useful fruits to the players.

6 NPC The Fisherman’s Catch The fisherman may have caught something that he wasn’t bargaining for – will you help?

7 NPC The Turtle Trader A local, selling wares of the marshlands to visitors.

8 Creature Trapped Crocodile A crocodile in distress, unable to escape on its own.

9 NPC The Fortune Teller A chance to learn something important – or get a worthless piece of wisdom.

10 Nature Butterfly Dance Observe the happiness of butterflies, and maybe take them home with you.

11 Skill The Scrying Pond A pond with magical properties, enabling the unwilling to spy on others.

12 Nature Feeding Kingfisher The kingfisher is adept at catching fish – and may show the party a good spot for that.

13 NPC The Traveling Merchant A merchant – stuck – in need of help, and willing to trade.

14 NPC The Liar You shall not trust a word this person says to you.

15 Hook Moonshiners’ Den The sound of an explosion reveals an underground operation to brew strong drinks.

16 Skill All That Copper Gone A kid’s church donation pouch falls into the shallows. The players have limited time to act.

17 Nature Kenku Village The well-hidden nests of elusive, large birds, whose friendliness depends on player action

18 Nature Rainfall A thick rain causing adverse environmental effects, and soaking players to the bone.

19 Creature Fierce but Small A bird protecting its nest at all costs, trying to draw the party away.

20 NPC Roadbuilders Exhausted workers, trying to better the infrastructure between settlements.

MOUNTAIN

1d20 Category Event Description
1 A giant, who wants to learn and is awestruck by anything mechanical or magical.
2 NPC The Curious Giant A set of renegades trying to steal a large amount of gold.
3 A poorly hidden dragon hoard and its inhabitant asking for advice to get better.
4 Hook Dwarven Miners Passing this crevice is hard – will the players decide to fix the bridge?
5 A large egg and other knickknacks may be found in this nest. Will the Roc come home?
6 NPC Hoard of the Young Dragon An unstable mountain face falls out of control, giving little time for preparation.
7 A small hideout and an unexpected drink presented to you by a mountain druid.
8 Skill The Broken Bridge A sudden lack of oxygen will test the players’ constitution.
9 The sight of clear skies and the clouds below instill peace in the minds of the players.
10 Skill The Roc’s Nest An unusually smooth, flat ice surface blocks the movement up or downwards.
11 Long term cold exposure has its detrimental effects on all – kindness may help.
12 Skill Rockfall Remains of broken rails and an overturned wagon hold some treasure.
13 A bear hunter with random trivia, and dangerous toys.
14 NPC A Cup of Tea A foreigner, now gathering herbs and living peacefully in a nearby village.
15 3 disciplined fighters on the path to find inner peace.
16 Skill Thin Air A howl makes the mountain range fall silent.
17 A hidden treasure hoard – hard to get to and hard to unearth.
18 Nature Above the Clouds A sudden snowfall effects visibility.
19 An ambitious rock climber, seemingly not finding success – but having 1 fallback plan.
20 Nature Mirror Ice An item frozen deep beneath a flat ice surface.

Nature Warm Hearts

Loot The Broken Railroad

NPC An Armed Trap

NPC The Gatherer

NPC Mindful Monks

Creature Call of the Winter Wolf

Skill The Shining Crevice

Nature Hard Snowfall

NPC Feather Faller

Loot Frozen in Ice

7

SEA

1d20 Category Event Description
1 A half-fish half-person figure approaches the crew, wanting to play and gamble for shells.
2 Creature Merfolk Gambler A peaceful whale, bearing marks of a large predator swims along the ship.
3 A violently destroyed vessel – what may have caused its fate?
4 Creature The Friendly Whale An impulsive, ambitious but reckless traveler out on the open sea.
5 A bored elemental, looking to play and be amused.
6 Nature Abandoned Debris Early morning “rain” of soaring fish – may be an omen, may just be a natural phenomenon.
7 Glowing water – harmless but interesting to travel through.
8 NPC The Lost Traveler Strong winds require everybody to work together and take a role on the ship.
9 Rhythmic waves are not good for the stomach – try staying in top shape!
10 Creature Air Elemental A mirage to pursue – if players are not perceptive enough.
11 The “den” of an ice mephit – looking to get established, and fighting with the elements.
12 Creature When Fish Fly A corrosive and thick alga that may be the end of any ship getting stuck inside.
13 A ship which fell victim of the thick alga – will you stop to help?
14 Nature A Green Lit Sea The mirror like sea may show you changes formerly unrecognized.
15 Will the party be able to satisfy the hunger of this fierce creature?
16 Skill Keep it Straight A fairy hiding on the ship is causing chaos with harmless sensory effects.
17 The ship cook is unable to work – will someone take the job?
18 Skill Sea Sickness The ship has a large amount of hidden, flammable black powder in its hull.
19 Keep your sanity and steer the ship away from the menacing songs.
20 Nature The Island that Isn’t A headache – an omen. What does it signify?

Creature A Patch of Ice

Nature A Patch of Algae

Nature Ship Immobilized

Nature Reflection

Creature Hungry Dragon turtle

Creature Illusory Fire

Nature Cook Gone Sick

Nature Black Powder

Skill Song of the Sirens

Hook The Crew’s Headache

UNDERDARK

1d20 Category Event Description
1
2 Nature A Ray of Sunlight The beauty of nature makes you feel rested more quickly.
3
4 NPC Draw the Drow A mute figure asks you to paint them – if it goes well, they may share information.
5
6 NPC Dreaming about the Sky A shy figure draws crude pictures of forests, and the world above. They have a dream…
7
8 Loot The Forge An abandoned underground forge, with some useful items left behind.
9
10 Nature Unmanned Watch A watchtower – with the remains of a guard long past – and a letter in their hands.
11
12 Hook Lost Mining Expedition A set of miners – seemingly lost – will you believe their story?
13
14 Skill The Three Gates A magical hindrance results in a 1 in a 3 chance to choose the right path forward.
15
16 Nature Spiral Staircase A hidden laboratory with some leftovers from the scientist.
17
18 Loot Daylight Unexpected shining of light – disappearing as quickly as it appeared.
19
20 Hook The Last Wish The party overhears the last words of a dying person – will they carry out their wish?

Nature The Amber Chamber A chamber that looks like its walls are made from valuable precious stones.

Nature Bet your Life on it A pedestal filled with blood – will open the way forward.

Hook Weeping Walls Tears pour from walls and disappear in the ground – who do they belong to?

Nature Ahead of Her Time A modern looking laboratory with electric lights – something the party has never seen.

Skill Changed Perceptions A disorienting area may hinder travel in the Underdark.

Nature Gold Veins A full fortune, waiting to be mined and brought to the surface.

Creature The Little Spider A little friend who can give you simple messages.

Hook Petrified Statues – petrified people of a long-forgotten time – doomed to be forgotten in a temple.

Loot Forgotten Alchemy A forgotten recipe, written in a weird language.

Nature Distant Whispers You can hear thoughts of your friends if you are perceptive enough.

8

ENCOUNTERS – The bird’s nest is 4 feet deep and inside the party can
DETAILED see some more shiny items. Upon getting them, they can
DESCRIPTION find 1d10 gold pieces and 1d10 silver pieces.

BADLANDS ENCOUNTERS UNEXPECTED GREENERY

1d20 Event A small part of the otherwise dry foliage is lush green
and is bustling with all kinds of living organisms. The
1 Bird Nest Surprise looks out of place.

2 Unexpected Greenery Passing a DC12 Perception check, players can identify
that this is a cultivated garden, with the vines, flowers
3 Friendly Goats and plants being kept neat, well-watered and orderly.

4 Tumbleweed Migration Taking any plants or flowers or staying here for more
than a day will trigger the owner’s appearance.
5 Colors of Danger
The garden belongs to a cursed elf – who is forever
6 The Lost Trader bound to be a Water Elemental. The elemental is hiding
in a crevice between rocks nearby, players can find it
7 Ravens’ Path with a DC20 Investigation check. It is not inherently
hostile – and will not attack, rather try to snatch any
8 Hard Rain torn pieces of foliage from the players hands and place
them back in its garden. The loving relationship of the
9 Groundhog Day elemental towards the plants can be identified with a
DC12 Insight Check.
10 Rock Formation
Players can end the curse and shift the elf back to their
11 Abandoned Temple original form, with the Remove Curse spell.

12 Lone Mephit Upon the shift the elf will share their story and ask
players to escort them to a nearby settlement.
13 The Roc’s Feather

14 Trip and Laugh

15 The Crossroads

16 Curious Stones

17 The Wildflower

18 The Hermit

19 Footsteps

20 Sight of Beauty

BIRD NEST SURPRISE FRIENDLY GOATS

A small, blue-yellow bird (stat block of an Owl) flies into From a small dry hill 4 goats look down at the
a nest in a rocky outcropping. She carries something adventurers – their sound filling the air. They follow and
shiny in her beak – but drops it just before entering the ask for food – letting them be milked in exchange.
hole.
The goats are visibly wild, unkept, hooves and fur
The item is a small gold ring, with the initials (V. S.) dirty and overgrown. Their loud sound will make it
Engraved on its inside. It has a small diamond in it, a impossible for the party to sneak while the goats are
DC16 Perception check will identify that its cut is special, around.
unusual.
A DC12 Insight or Animal Handling check will identify
It belongs to a trader, who lost it on the road through that they are hungry. Upon being fed (rations or any
the badlands. Players can decide to sell the ring for 50 GP plant-based material) they will close in and act friendly
or try and find its owner. for 1d4 hours. In this time the party can identify that
there are multiple females in the group that are ready to
be milked – and by passing a DC10 Animal handling
check the party can acquire 1d4 jugs of goat milk.

Showing the ring to someone adept at jewelry they will TUMBLEWEED MIGRATION
point the party to the person known for the special cut,
who in turn can share the information about the owner’s From a hillside suddenly hundreds of small spheres –
whereabouts. tumbleweed – start rolling towards the party,
harmlessly, but providing a once-in-a-lifetime
If the ring is returned, the players will be rewarded experience. Some have useful items entangled in them
with 3000 gold pieces – as it is of great sentimental too.
value to its owner.
The wind picks the weeds up and blows them hurriedly
through the landscape. A DC12 perception check can
identify that there are different items stuck in the
tumbleweeds. A series of group Dexterity checks can
determine how many tumbleweeds the party can catch.
The DC starts at 12 and increases by 2 each time. If there

9

are more successes than failures, the party manages to RAVENS’ PATH
catch a bog of tumbleweed.
A flock of small Ravens circle in the air above the players
When the first time the group check fails, the once, and then leaves – looking back at them
tumbleweeds pass, and there is nothing left to catch. occasionally. In case the party decides to follow them,
they will lead to a respite with drinkable water and a
The below items can be found in the caught place to sleep.
tumbleweeds.
If the party does not immediately follow, the ravens
Tumbleweed Item return 1d4-1 times, and fly off again into the same
direction. A DC14 Insight Check can identify that they
First Hempen Rope (50 Feet) want the players to follow.

Second A silver necklace (20GP) HARD RAIN

Third A Periapt of Wound Closure (DMG 184) The otherwise dry weather and the blue sky give way to
what seems to be a wall of water. A heavy rain that
Fourth A small living mouse (Stat block of a Rat) almost instantly puts the badlands to a bloom, with
small green plants hurriedly growing from the ground,
Fifth A third level Spell Scroll taking advantage of the surplus of water.

Sixth A diamond worth 500 GP This encounter is rather to represent the beauty of
nature. The party can use the rain to refill their
COLORS OF DANGER waterskins, they can gather flowers, and some edible
ferns to help with their rations.
The layered sediment reveals a particularly light area,
with a small skeleton in it. It is intact and looks like the After the rain, within 1d8+4 hours the land and the
skeleton of a rodent. From the eye socket a small gecko ferns dry out again.
peak out at the players.
GROUNDHOG DAY
The Gecko has 1 HP and an AC of 12. It does not have A set of groundhogs (stat block of a Rat) appear from
combat stats and is friendly to the adventurers and has their holes in the ground. They will follow the party and
no purpose other than to be a friendly little companion. upon possibility try to steal some of their mundane
items, at the same time placing at the front of their feet
It eats insects and can be taught tricks with the help of other items – stolen from other adventurers.
food and Animal Handling checks.
Items of their interest include anything that is not
It changes color – and its coloration resembles the stored within backpacks – such as ropes, belts,
level of danger the party is in. necklaces, hats. The players can avoid being stolen from
with a DC12 Dexterity saving throw.
Color Danger level
White No danger at all around Even on a successful save the groundhogs will bring
Yellow Slight danger, tense atmosphere another mundane item worth less than 5 GP from the
Red Near immediate danger, hostile atmosphere Adventuring Gear table (PHB 150) and throw it at the
Red with Immediate danger ground of the players.
black spots
Once they manage to “exchange” one item, or get
THE LOST TRADER hushed away twice, they leave back to their dens.

Outside, in the middle of nowhere the party can find a ROCK FORMATION
cart -with a trader (stat block of a Commoner) and two
thirsty horses (stat block of a Draft Horse). They are all A physics defying rock formation appears on the
visibly happy that they see a living creature and ask for horizon. The party sees it starting to move slowly – it
help to find the way to the nearest village. will trip over! Will this be the end of this wonder of
nature?
The trader is an honest person, lost in a dust storm –
and not finding the path again. They are running low on The rock shifting is a large 10000-pound round,
resources (food and water) and are grateful for any help. smooth naturally formed stone. It is balancing on top of
a 10-foot high, similar stone – and it seems very
In return they will give the party items for free from unstable. If the party does not interfere it will crash to
the Adventuring Gear table (PHB 150) in the maximum the ground. To help keep this wonder of nature standing,
value of 50 GP. the party needs to pass a DC20 Strength check. Upon
failure, they need to pass a DC15 Dexterity Saving throw
to avoid being hit by the falling rock. On failure they take
5d6 bludgeoning damage and are knocked prone.

If the rock hits the ground it will split to many parts,
revealing the inside. With a DC13 Investigation check the
party can find a Pearl of Power (DMG 184) embedded
inside.

ABANDONED TEMPLE

This clearing is similar but still different from all the
rest. 4 stone pillars organized in a square seem to be the
product of civilization. But what purpose do they serve?

10

Investigating the stone pillars the party can identify CURIOUS STONES
that all four have text on them, written in Celestial. Each
column has one word engraved in them. “Fire”, “Cold”, On the ground the players find 4 identical looking
“Radiance”, “Force”. stones. Both in size, coloration, and every small feature.
Almost as if they were magical.
If players cast a spell or magical effect on one of the
stones, they will get resistance to the damage type Players with a Passive Perception of 14 and higher can
engraved on the column for 1d12+3 days. Effects don’t identify the stones. Gathering them and showing them
stack. to anyone with proficiency in Arcana, they will be able to
tell that the stones are very potent to become Sending
If the players cause any physical harm to the columns, Stones (DMG 199). An enchanter can do this change for
they emit the damage corresponding to them. Players the party for 500 GP for the 4 stones, which will act as an
need to make a DC14 Dexterity saving throw. On failure instant communication device afterwards.
take 2d6 damage of the column’s type, or half on a
success.

LONE MEPHIT THE WILDFLOWER

A non-hostile Dust Mephit appears and keeping its Out from a small niche between two red rocks a small
distance, will stick around the party. It seems… Lost? green patch, with yellow spots – a lone flower is growing
against all odds.
The Mephit will not attack the players, rather just flies
around them for 1d6 hours. This is an encounter to show the beauty of nature. If
players water the flower, or contribute to its survival in
Players can find a set of small bones with a DC16 any other way, can award them Inspiration.
Investigation check around in a small crevice. Once they
find the bones the Mephit will get excited, dashing THE HERMIT
around them.
In the side of a rock formation a small fire is burning. A
If the party decides to bury the bones, the Mephit lady greets adventurers – cautiously but without ill
disappears, and a loud sigh of relief is heard. intent.

THE ROC’S FEATHER If the players are friendly with her, she will share her
story and gift a Potion of Healing to the party.
Falling from the air, a large, 6-foot-long feather lands
on the ground in front of the party. In the distance far
above, players can see the large silhouette of a flying
creature (a Roc)

The Roc will not come back, not notice the party and it
is more than 1000 feet away at the moment of the
feather falling down.

The feather is a valuable artifact and can be sold to a
collector for 100GP.

TRIP AND LAUGH FOOTSTEPS
Large, booted footsteps are visible in the dust. After a
At a patch, where the ground is particularly dusty and while, more join – one by one. Eventually, it looks as if a
reddish – a member of the party trips and falls – only to small crowd walked here – but the footsteps stop at one
be painted red by the dust. point. Looking back, players can’t even see them – as if
they were never there.
The fall can be avoided with a DC12 Dexterity saving
throw. The footsteps are part of an illusion that originated
from the anomaly of this plane of existence almost
The dust can’t be washed off but will disappear from colliding with another version of reality.
the skin and clothes gradually in 1d4+2 days. A DC12
Insight check can identify that washing might make the Players with Proficiency in Arcana can make an Arcana
situation worse. If the player tries to wash the powder off check – and upon a 15 or higher will be able to
regardless, the time taken for it to disappear is 1d8+4 understand the source of the phenomenon.
days.
SIGHT OF BEAUTY
The effect of the dust is a disadvantage on Persuasion
checks for the time the dust soils the clothing and skin of From an outcropping the party can oversee a full valley.
the player. Beautiful moments of adventuring need to be
appreciated!
THE CROSSROADS
Looking to the valley below, players will gain the
The path diverges, but there is a sign showing effect of the Bless spell for 1d4 hours.
information, detailing both the closest destinations to
the left and right. It has some text on it though, that is
hard to read…

The text is written in thieves’ cant, and details a
nearby stashes location. The stash can be found with a
DC15 Investigation check under a set of flat stones. On
this check characters that successfully read the text on
the sign have advantage.

The chest contains 1d10+20 GP, 1 Thieves’ Tools, 1
silver locket.

11

CITY ENCOUNTERS THOSE CURIOUS CATS

1d20 Event In the city, players can see that an unusual number of
1 Innkeeper’s Daughter cats are around – all looking at them attentively. They
are friendly but don’t let the party touch them.
2 Those Curious Cats
Players trying to pet the cats or catch them need to
3 Progress make a DC18 Dexterity check. If they want to tame the
cats, they need to make a DC15 Animal Handling check.
4 Restoring Old Memories The check is with advantage if food or toys are involved.

5 Caught up in a Wedding Upon successfully taming a cat, they gain one use of
Luck, and the cat will become their companion.
6 A Kid’s Fortune
PROGRESS
7 Released from War
On a plaza, a young man holds a rusted key and seems to
8 Street Magician be struggling with his tears. Upon inquiring players will
get to know that he just managed to buy a small shack –
9 An Amulet Found not much, but it is his first ever property in his life,
spending most all of his fortune on it.
10 A Generous Noble
He will invite the party to visit, and they can see that
11 Those Pesky Racoons! the shack is very run down, barely livable. If they decide
to help the man in any way, he will become a positive
12 Riverside Memories contact to them, helping any way he can – and players
will always be welcome at his place to stay – or hide, if
13 An Honest Thief that becomes necessary.

14 Blessing of the Gods RESTORING OLD MEMORIES

15 Helping your Elders A var veteran sits on the side of the road, asking for
coins – visibly in a bad shape. He seems to have lost
16 A New Business most of his memories, but still has some stories to share.

17 The Cloak If players throw a coin to the man, he will share a
story with them. You as the DM can use a part of your
18 Sparrow’s Dinner world’s lore, exaggerated, or in slightly untrue ways. The
recollection of the memory will not be complete and
19 A Proud Mother somewhere in the middle the veteran will stop saying “I
think I should remember more. My memory fails me
20 Lighting up the Town more and more often.”

INNKEEPER’S DAUGHTER If players wish they can help the man restore his
memories and revitalize his mind with the Greater
Players can meet a lady in love working in the inn, Restoration spell or a similar effect. This will trigger
seemingly in pain and worry. She is the daughter of the uncontrollable happiness, as the man suddenly is met
innkeeper, wishing to marry to the son of the tanner with an influx of memories. He will try do his best to
living nearby. She wants the party to help convince her dance (which is not easy with his old bones). He will be
father, who is very much against the intentions. able to finish the story and warn the party against a
looming threat as an added benefit.
If the players agree, they can talk to the father who
will share that he is only afraid to lose his daughter,
fearing that she would grow cold to her family due to the
marriage. This is clearly a false assumption – players
can convince the father with a DC12 Persuasion check or
pay him (50GP) to change his mind.

If players try intimidation, the father will not be open
to discuss any further.

Upon success the lady will thank profusely and will
pay their accommodation within the inn.

Later (in 1d12+20 days) a wedding can be observed in
the city – that of the lady and the tanner’s son.

12

CAUGHT UP IN A WEDDING RELEASED FROM WAR

The party gets caught up in a wedding celebration – The party sees a man in armor (stat block of a Veteran)
handed drinks, food and pushed towards a nearby of the army arriving to the city, asking around. He is
square, to celebrate together with the happy crowd. looking for information about his family – who seem to
have moved while he was out of town on the war effort.
On the event the following things can happen: The party can decide to help, in which case they
eventually find the wife of the veteran. As a reward, the
1d6 Happening couple will invite the players over to dinner, where they
will share stories to each other and as players to share
1 Drinking contest – DC16 Constitution saving their stories as well.
throw or become drunk.
STREET MAGICIAN
2 See a pickpocket (Passive Perception 13)
A young lady (stat block of an Acolyte) performs magic
A great performance – one of the players gets tricks – she does not accept money in return though. She
practices and aims to become a powerful mage once.
3 handed a lute and is ushered to perform.
(Performance check DC12) On a success, great The Party can identify that most of the tricks use
Prestidigitation – and are easily replicable.
ovation and a rain of coins is the reward.
AN AMULET FOUND
4 The tripping bride – Players can try catch her Hanging from a sewer grate, almost falling in – the
with a DC14 Dexterity saving throw. players see a nice amulet. It is not engraved – nor has it
any distinct features…
Food fight – the pastries and creamy sweets
5 start flying around covering everyone in a The item is an Amulet of Proof Against Detection and
Location (DMG 150). It was left here as part of a fight a
lighthearted food massacre. couple of days ago.

Priest’s blessing – a priest joins the event During the fight, a lady was abducted and pulled to the
6 providing prayers and blessings for everyone sewers. Players can identify with a DC16 Investigation
check that the sewer grate has been moved, and that
involved. there are signs of fighting around it.

A KID’S FORTUNE Entering the sewer and looking around, with a DC20
The party meets a kid, grasping a glass sphere, Investigation check the players can find a dead body. A
cracked on one side. She offers to tell their fortune and DC10 medicine check will identify that an amulet was
asks only some sweets in return. torn from her neck, leaving a mark. The cause of her
death is suffocation, the culprit is nowhere to be found
If the party complies, or gives some coins for the kid, though.
she will lead them to a small alleyway, sit them down on
wooden planks in a circle and start the fortune telling. A GENEROUS NOBLE

This has no magical effect, no real powers behind and A noble is walking on the street handing out gold pieces,
is solely for fun, but you as a DM can play around the looking at the players he will hand them a bunch and ask
fortunes later. to hand it out for those who are in need.

The kid can tell the following fortunes:

1d8 Fortune

1 You will do great big, amazing things! I think.

2 Your future holds candies, a lot of candies.

3 A big cat is all I see, sorry.

4 Beware, never cross your eyes, for they will
remain like that forever!

5 If you eat a fruit, your earlobes will grow.

6 If you do not thank your parents for the life,
they gave you they will cry every evening

7 3 horses are smiling at you decide wisely which
one you trust

8 Fall is the season when good things will
happen.

13

If players agree the following things can happen BLESSING OF THE GODS
during their altruistic venture:
The sun shines more radiant than usual. The party can
1d6 Event feel it piercing their skin and fill their mind. It feels good
and liberating.
1 A kid catches a gold piece, and brings it to their Through the radiant energy the following impacts may
mom, hugging her intensely occur.

2 An old man leaning to a fence catches a piece 1d4 Event
and nods agreeingly
1 A message from a deity fills the players’ minds
A drunkard tries to snatch all gold from your
3 hands They get strengthened against effects of the
2 undead (resistance to necrotic damage for 1d4
4 3 identically looking sisters come shyly forward
asking for some coins. days)

5 A guard looks at a coin on the ground and when 3 They can ask questions that will be answered
he thinks no one sees, he will pick it up. (The effect of the Commune Spell)

6 A thrown coin is snatched from the air by a 4 They can ask for an intervention (The effect of
raven, who flies away instantly the Divine Intervention spell)

THOSE PESKY RACOONS! HELPING YOUR ELDERS

A barrel is suspiciously moving in an abandoned alley. It An old lady (stat block of a Commoner), carrying a heavy
is full of feasting raccoons (stat block of a Rat). They will basket tries to pass the road. She is visibly struggling –
swarm the party if they get within 5 feet and try to find but no one stopped to help her so far.
all food you have – especially sweets!
The party can decide to help, and the lady will engage
The party members getting close to the barrel need to in conversation – sharing that she is planning to go to
make 3 consecutive DC20 Dexterity saving throws, or the market, to sell the vegetables in her basket.
their food items will get stolen and eaten. In-between
the throws they can decide to act – if they throw a piece She will thank the party at the end of the journey with
of food the raccoons will rush to get it, leaving the a payment of 3 SP.
players alone.

If they pass all saving throws, raccoons leave with an
empty stomach.

RIVERSIDE MEMORIES A NEW BUSINESS

Looking into the usually moving water – stillness greats A lady (stat block of a Commoner) stands behind a
the party – and a mirror like surface. Looking into the makeshift stand, selling what seems to be a purple liquid
mirror – they see their faces – but they seem… young. called “Flowerbooze”. It is a new mix of sweet
ingredients! She hopes to make it as famous as ale or
You as a DM can use this to remind them of a moment wine.
in their childhood and their past.
Trying the drink, the party can identify that it is good
You can even decide to play the moments out, giving tasting, non-alcoholic and a refreshing beverage.
the party a chance to shape their backstory, and give
certain benefits/proficiencies based on the memory they The lady asks the party to help in the venture, buying
relive. barrels from her to resell at inns the party visits. Her
proposal is to but for 50GP and resell for 100 – keeping
AN HONEST THIEF the profits.

Players see a man (stat block of an Assassin) with a You can return any time to repeat the transaction and
bottle of drink sitting on the cobblestone path. He is help the drink gain fame. Selling the Flowerbooze for the
contemplating his bad life choices as a thief. He wants to designated 100GP to a tavern can be done by passing a
find the right path but is afraid he went too far. DC12 Persuasion check, anything less and you can only
sell it for a lower price.
Upon the party engaging in conversation, they will
find that this person has nearly given up on life. Upon After 6 successful sales ventures the drink starts to get
passing a DC12 Persuasion, DC12 Perception check they famous and within a year of in game time, most taverns
can identify that the person is an outlaw. will have it on shelf.

He will share with the party that he killed many people
but recently had a realization – that all was for nothing
and feels like his soul is lost.

14

THE CLOAK

A hooded figure (stat block of a Mage) approaches you
and with slow, non-threatening movements puts a
weird looking patched cloak on one of the party’s
members – then leaves.

The mage does not answer any questions and
disappears with the use of a greater invisibility spell
scroll in a nearby alley.

The motivation of the mage is to create chaos, and she
only gave the cloak to contribute to that. She will scry on
the wearer of the cloak regularly afterwards.

The cloak is a Robe of Useful Items (DMG 195). Once
all patches are used, she will visit the party and thank for
the entertainment that they provided.

SPARROW’S DINNER

Quick moving small sparrows (stat block of a Raven) fly
around, just above the party’s heads, catching bugs and
taking them home. The view is amazing, and the
sparrows trail leads to a place of interest an abandoned
building with an operational alchemy laboratory with 1
Alchemy kit, 1d10 empty vials, 1d4 random potions and
1d4 random poisons.

The trail of the sparrows can be followed by a DC10
Survival or Perception check. The abandoned building is
locked and has the doors and windows barred –
openable with a DC10 Strength check.

The sparrows travel through small holes in the wall to
their nests that are on the inside, at the corners of the
ceiling.

A PROUD MOTHER

A lady (stat block of a Commoner) happily hands out
small jars of sweet sugary jam. Her happiness is due to
the success of her daughter – she has just been accepted
to the Mages College – her lifelong dream coming true!

The party can get jam out of this encounter. The jar
can make any food tastier or can serve as a valuable gift
packed neatly.

LIGHTING UP THE TOWN

Late in the evening a worriless singing man (stat block
of a Commoner) can be heard. Upon examining the party
will see him replacing and relighting old torches. He
greets them with a wide smile. He is happy to give the
party torches, candles for free, and can share secrets of
the night within the city.

15

DESERT ENCOUNTERS your water against all his. Upon winning, he will admire
your braveness and will not take your water – nor will he
1d20 Event give it to you for free. Upon losing he will fill his end of
1 the bargain and you can leave him waterless in the
Talking Mirage desert.

2 Water Trader

3 Spider Roll

4 Oasis

5 Sandcastle in Nowhere

6 Dunesailor

7 Traveling Rocks

8 Dry Riverbed

9 Salt Deposits

10 Tired Stork

11 Nighttime Symphony

12 Blocked Canal

13 Sandstone Basin

14 Fairy Circles

15 Flowering Cacti

16 Planar Traveler

17 Protective Snakes

18 Glowing Sand

19 Abandoned Campsite

20 Seagulls

TALKING MIRAGE SPIDER ROLL

Looking into the distance the party can see the form of a Atop a large dune the party stirs up a small family of
lady. It is a mirage – but then why does she talk, why can spiders. They roll up into a wheel shape and bolt down
they hear her voice? the side of the dune with unimaginable speed.

At the beginning of the encounter the party should With a DC12 Perception check, players can identify in
have a hard time identifying what the phenomenon is. As the spiders’ path which spots are stable to traverse down
soon as they perceive that the figure in the distance the slope of the dune and which seem unstable.
looks like a lady, they should hear her talk – right as if
she were next to them. Stepping in an unstable spot, players need to make a
DC15 dexterity saving throw. On a failure they fall prone
The image of the lady is vague and nondescript and and slide down to the base of the dune taking 1d6+5
stays in the distance regardless of if the party tries to get Bludgeoning damage and becoming blinded for 1 minute.
close.
OASIS
She can say one of the following before disappearing
from the horizon: Shade, moisture, drinkable water, and fruits await the
tired adventurers. And this is not even a mirage!
1d4 Message
The oasis is empty – but many footprints can be seen
1 Information about the nearest Oasis – those of people, those of animals.

2 Information about a dangerous threat in the Passing a DC15 Investigation check the party can find a
vicinity backpack, that contains a map to a supposed treasure
nearby.
A message in Celestial – saying – “gods watch
3 over you. If you need help just cease fighting SANDCASTLE IN NOWHERE

and pray.” Between two dunes an ornate sandcastle is found. If the
party breaks it, it rebuilds itself.
4 “Ask for rain and your wish shall be granted
through the tears of my sorrow” In the middle of the sandcastle there is a small stone
shovel – that emanates a magical essence. Its only power
WATER TRADER is that whenever it is placed on the ground, it
automatically builds a sandcastle that is rebuilt
Deep into the desert, on what counts as a “road” the whenever disturbed.
party meets a caravan of 5 Camels and a Trader (stat
block of a Commoner). The trader sells water and is DUNESAILOR
happy to supply you as well.
The party sees a small ship-like wooden construct, with
The camels have large pouches on them containing large white sails making its way swiftly between the
mundane items, and many filled and empty waterskins.

The trader is honest and loves to gamble. He can be
challenged to a card game – and proposes you to bet all

16

dunes. A gnomish inventor (stat block of a Spy) is at the NIGHTTIME SYMPHONY
wheel.
As darkness settles, and stars cover the dunes the party
Waving or any other way signaling interest in starts to hear singing. Eventually yellowish translucent
engaging in conversation the inventor will come towards figures start dancing around – the eerie night starting to
the party and stop nearby, not leaving his construct. resemble a ball.

He is living in a nearby village and does dunesailing as The phenomenon is harmless, and the figures are
a sport. If the party is friendly with him, he will propose visibly spirits of human nobilities. They do not interact
them to join for a ride. with the party, nor do they acknowledge their presence.
They are dancing in unison, and at the end of the song
they bow and disappear.

They are spirits of a long dead traveling noble and his
entourage who died in this desert hundreds of years ago
due to getting lost.

TRAVELLING ROCKS BLOCKED CANAL

These 3-foot-high standing stones leave a clear trail in A 20 feet deep, 200 feet wide canal filled with water
the sand. When the party looks at them, they do not blocks your way – or at least would block – if not for the
move, but as they look away – it seems they shift ever so two invisible walls cutting a path in the water, enabling
slightly. passage with a dry foot.

The stones house the souls of a cursed family. They The passage is provided by two Wall of Force spell
are bound to move and get to the source of their curse – effects blocking both sides of the canal, enabling
which is a powerful archmage on the other end of the traversal. A Disintegrate spell can end the effect of the
world. Walls, connecting the stream of water again, starting the
flow anew.
The party can clearly see the trail the stones made so
far but to identify that the stones are moving at any The spells were placed here by a mage who wanted to
given point of time when nobody is looking at them, they build an underwater stronghold. They left, to pursue
need to pass a DC14 Perception check. more important matters – but players passing the canal
may identify signs of construction and - with some luck
– clues about the mage that started this project.

DRY RIVERBED SANDSTONE BASIN

The desert dunes give way to sandstone banks – and a A circular 20 feet hole in almost flat sandstone ground,
dry riverbed with the remnants of some shallow ponds filled with murky water. During the day it is a warm
remaining. Water is scarce, but there is still some life to bath, during the night it is frozen shut.
be found here. Players with a DC15 Investigation check in the bottom of
the pond can find small bones of rodents, and a couple of
Players can find drinkable water and 1d12+6 fish and gold pieces.
amphibians destined to death in these small ponds.
During the day, the basin has a 20% chance to start
They can decide to fish them out and release them in emitting toxic gasses. If players stand at the side or in
any freshwater environment later. You as the DM can the pool of water, they need to make a DC14 Constitution
award them inspiration for such an altruistic deed. saving throw or fall unconscious for 1d12 minutes.
Players in water will start to drown.
SALT DEPOSITS
FAIRY CIRCLES
The sand turns white and is covered with a 2-inch-thick
layer of clean salt. It is an eerie sight – harmless 1 feet diameter, round, 1-inch-deep holes decorate the
regardless. sandy ground. Each small indent has a gold piece inside.
Who has time for this out in the desert?
Salt can be harvested and used as resource. This place
does not host any life, or drinkable water – and on the This is the work of a fairy (HP 20, AC15 non-
white surface the party has disadvantage on stealth combatant), who thinks gold can grow on trees, and is
checks. desperately trying to prove it.

TIRED STORK If players pick up a gold piece or spend more than 10
minutes around the “seeds” the fairy will arrive scolding
In the distance the party can see a stork (stat block of an them for their interference asking to leave.
Owl) trying to catch flight but falling back every time.
Getting closer – it is visible that this bird is near death
exhausted.

The stork would like to reach nearby warm, but more
habitable areas. Its strength is not enough to proceed
though.

The party can feed and quench its thirst, letting it fly
off – giving it a 70% chance to reach its destination.

If the party decides to take the stork with them and
nurture it further, after 1d4 days the stork flies away on
its own and will 100% reach its original destination.

17

FLOWERING CACTI ABANDONED CAMPSITE

The side of a sand dune is adorned with a set of high, A small, hidden camp with supplies, water, and a small
tubes – cacti – that have blossoms on them that look letter – saying to “help yourself to whatever you find
ready to open. The blossoms contain small fruits, that and thank the gods for your good fortune”.
can be picked with a DC12 Dexterity check.
On a failure the fruit is still picked but the player takes The campsite contains mundane items such as Ropes,
1d4 piercing damage from the cactus. Waterskins, torches, clothing items.

The effect of the fruits can be the following: If the players leave something behind as well, to
“exchange” instead of only take, you as a DM can decide
1d4 Effect to give them inspiration for the fair deal.

1 1d6 temporary hit points SEAGULLS

2 Darkvision 120 feet for 1d12 hours A set of seagulls (HP 1, AC 12, no effective attacks) fly
above head. Their presence signals that the sea or a body
3 No effect of water must be near. One of the seagulls seem to be
entangled in something…
4 Visions of dead people who walked the desert
in the past, for 1d4 hours The party can identify that a seagull has a fishing net
entangled across their neck, barely keeping up with the
PLANAR TRAVELER other birds. The bird can be lured with food, or a DC12
Animal Handling check and caught with a DC10 Dexterity
A lightly dressed, elegant female half-elf drops to the check.
ground out of nowhere (Stat block of a Mage) She walks
up to the party and asks where she is. Hands a coin in The fishing net can be retrieved in one piece and the
exchange for the information and leaves, by reading a party can keep it in their inventory, and the bird can join
scroll and disappearing into thin air. its friends flying off towards the direction of the sea.

The lady is a planar explorer and uses scrolls of Plane
Shift to move around – but is not particularly great at
targeting her jumps – and is regularly lost.

Upon the players trying to stop her she will throw a
ring at them and scold the players for interfering. The
ring is a Ring of Evasion (DMG 191).

PROTECTIVE SNAKES

A pack of Poisonous Snakes (1d6+3) surround the party
and accompany them for a while (1d4 days). They are
protective of the party and even fight on their side– if
the players do not attack them. Upon hostile player
actions against the snakes, they leave immediately, and
will not return.

GLOWING SAND

A small amount of sand is picked up by the wind – and
instead of dropping down straight as could be expected
– the sand starts to glow and float for a while before it
hits the ground again.

The party can identify that only part of the sand
particles do this with a DC14 Perception check.

A DC14 Dexterity check will allow them to catch the
particles while in the air. Looking at them closer they can
see that the glowing bits are not sand, but tiny bugs –
harmless, and when blown at, emitting a faint light.
Their light is not enough to be used as effective light
source, but enough to be seen faintly, and give small
signals with across short distances.

18

DREAM ENCOUNTERS FIGHTING YOURSELF

1d20 Event Waking up in their dream the party finds themselves in a
1 The All-Seeing Eye square room. They seem to be alone, and they seem to all
have the same vision. After looking around – the party
2 A Memory Changed can see that above them, where they would expect a
ceiling to be located, they see a mirror like surface –
3 Fighting Yourself with the only difference that their reflections do not
move – only stare at them from above – crying silently.
4 Songs of Nature
Any way to interact with the mirror images will
5 A Void Filled increase discomfort in the party members attempting to
do so. After 3 tries, they will hear a shout from their
6 Swimming in Ale mirror images – and a warning message (that you as a
DM can decide).
7 Enchanter of Minds

8 A Locked Idea

9 The Endless Hall SONGS OF NATURE

10 Attic Without an image materializing in the head of a sleeping

11 The Fire Burning Within party member – in complete darkness, they hear

12 The Group of Shadows different natural sounds around them. With a DC14

Perception check they can identify the sounds sources –

13 Your Mind’s Garden and they can move, try to get closer to the sources as

14 Feather Fall well.

15 Visions of Hell When they reach the sounds source, the following

16 The Day but Different effects may happen – depending on the natural sound

they decided to go towards.

17 Lucid Dreaming After the effect is triggered, the dream ends.

18 Enlarge & Reduce Sound Effect

19 Bird’s Perspective A waterfall DC14 Dexterity saving throw – on a failure
falling and waking up. On success – the player
20 Darkness will feel as if they become one with the water.
After waking up, they will have no difficult
THE ALL-SEEING EYE terrain penalty in water, and gain swimming
speed equal to their movement.
One member of the party wakes up and feels that their
limbs and body seem to be sucked into their torso. In Strong DC14 Constitution saving throw – on a failure
fact, it feels as if their torso is also disappearing and wind fall and wake up. On success – lean into the
getting merged into their head. wind and seemingly be embraced by it, filling
the player with a warm feeling.
Eventually all that is left of them is one large blob with After waking up, the player will always be able
a vision of everything around them in 360 degrees. to tell the change of weather 4 days before it
happens.
They can see different locations, times and
happenings all around them and when trying to Leaves DC14 Intelligence saving throw – on a failure get
concentrate on one, they need to make a DC14 Wisdom brushing in lost in the dream forest and wake up. On a
check. Upon success they can get a clear view – and you success, the leaves seem to form words that the
as a DM can explain a happening from your world that the wind player can understand – saying “hear, and
can help the story progress. On a failure, the visions blur listen, we have much to say”.
and as the eyes focus fails, the images turn to a dark, After waking up the player can spend 10
dreamless slumber. minutes in a forest area to commune with trees
– who will be able to answer questions about
A MEMORY CHANGED what they experienced within the forest –
similarly to the effect of the Commune spell.
A player character wakes up as their younger self,
reliving a memory that shaped their life. For a while, the Waves DC14 Constitution saving throw – on a failure
memory goes by as they remember it -at one point they crashing drown in the dream and wake up. On a success,
need to make a DC10 Wisdom check. Upon success, they players can feel their lung fill with water – but
will realize that they can act differently in this dream as will feel that it is like air, enabling them to
they remember the memory to go – and the realization breathe.
feels to have weight, and an unusual significance to it. After waking up, players gain the ability of
water breathing once a day for 10 minutes.
After this, they can play out their memory any way
they wish – and when they wake up – whatever they A VOID FILLED
played out will become actual reality – changing their
backstory. In their sleep the full party wakes up together, in
complete magical darkness, not seeing anything. They
You as the DM can use this to change proficiencies can hear each other though and can identify that they are
with weapons, instruments; change relationship of the organized in a circular pattern. Between them, they feel
PC with certain NPCs, change how they interacted to a pull – towards the center of the circle. If they decide to
help their story develop – and give players agency over try to move away, or not move at all, they will need to
things they might not want to change about their
backstory.

19

make a DC14 Strength Saving throw. On a failure they get Going closer, the player can see that the figure has no
sucked closer to the center by an unseen force – while facial features, and its hammer is adorned with runes
everyone hears whispers in their mind. glowing red – hammering at what seems to be an
amorphous greyish substance.
Players can decide to willingly move close, and enter
the void in the center, but if they decide not to - whoever As the creature realizes they have guests, they will
is the first to fail 3 of the saving throws, gets sucked to point the player to a marble block – which they could
the very center, filling the void. swear, it wasn’t there before.

After this, the force fades, and the darkness slowly On the block they see colors – touching each will make
turns into blinding bright light – releasing the dreamers. the color glow slightly and give the vague feeling to the
player of the skill the color represents.
You can use this dream to select a target for an
antagonist of the campaign – giving them disadvantage Color Skill Feeling when touched
against being scried upon, or relay any message you Red Arcana A magical breeze
want through the whispers during their struggle. Blue Charisma Confidence, and charm
Wisdom Peace, and sense of purpose
SWIMMING IN ALE Yellow

Players hear large brass bells, and waves crashing. As Going to the large figure and expressing with words or
their vision clears, they see themselves, submerged, any non-spoken way a choice made between the colors –
swimming in liquid, next to them a ship, its bell its hammer will change to resemble it, and one of the
dangling and lazily ringing as waves nudge the hull up large hands will try to grapple the players.
and down. Aside of the ship there is nothing around.
If they resist – the figure shakes their head in
Getting familiar with the surroundings, note that the disapproval – and the dream ends. If they let the figure
players can feel an overwhelming alcohol smell, and if take them – the player will be put on the anvil and be
they look to the water or try it – they can identify that it worked on painlessly with the hammer.
is not water, but ale.
At the end of the ritual they gain +1 to their base score,
Upon this realization a figure appears on the deck of resembling the color of their choice.
the ship – their features hard to make out. They will say
“Y’all havin’ a mighty fine drink down there, we be A LOCKED IDEA
leavin’ ya!”
You as the DM can use this to hide a campaign secret – a
With that the ship starts to turn and slowly gain speed. piece of information that can help tremendously to
Characters can try to catch up with a skill challenge resolve a conflict.
where you as a DM should encourage creative use of
spells or items. The spell slots or item charges only are Each night, players have a 20% chance to have the
used within the dream, they have no effect on the same dream.
sleepers.
You as a DM determine what skills players should use In the dream they find themselves in a room with
for each of the challenges. When the players gather 2 nothing but a locked chest.
successes, they reach the ship, when they reach two
failures, the ship gains distance and becomes The chest has 3 large keyholes, and there are 3 keys
unreachable. DC of each skill challenge should be 12, any laying on the ground next to it.
creative idea can either lower it, or give advantage to the
roll. Players with a DC16 Perception check, can identify
Failing the challenge players will eventually drown in which key corresponds to which hole. The DC is
ale, and for the upcoming 7 days, will have a strong decreased by 4, if the player has proficiency in Thieves’
aversion to any alcoholic drinks. Tools.
Reaching the ship, the ship captain helps players
aboard, saying that “y’all are made of tough driftwood” Some of the locks are trapped, some are locked, and
patting them on the back. Choose one of the following they need to be opened in a strict order. If the order is
rewards, as the dream ends: incorrect, or a trap is triggered – a bellowing laughter is
heard, progress is reset, and the dream ends.
1d4 Effect
Once players figure out the correct order, over the
1 For 1d6 days, drinking ale has the same effect course of multiple dreams, they can get access to the
as drinking a Potion of Healing secret inside the chest.

The locks order and trams can be as follows:

Correct Order Effect

2 For 1d12+4 days you can’t get drunk drinking Center Not trapped
alcohol.
Left Trapped (DC14 to notice, DC14 to disarm)

3 Waking up you find a bottle next to you – it is Right Trapped (DC16 to notice, DC14 to disarm)
filled with ale and replenishes each night.

4 You smell of old ale, regardless of how much THE ENDLESS HALL
you wash.
One party member finds themselves in an endless
ENCHANTER OF MINDS looking, dimly lit stone paved hallway – with nothing on
the sides, aside of a couple of light sockets, containing
A selected player finds themselves on a domed structure, magical light.
lit with a green-blue hue.
The corridor is straight, and at the end of it, far -far
In the middle of the dome, a large muscular away, there is a door. If the player tries to walk towards
androgynous figure is hammering at something, it, eventually they will realize that the door does not get
creating not sparks, but bright flashes of light. Each hit closer at all. This can’t be changed by any non-magical
is silent, and the light reflects off the dome. means – but magical solutions (such as Dimension door,
Misty Step do help players close the distance.

20

The dream lasts for 3 actions that the player would YOUR MIND’S GARDEN
like to do. 2 successful magical actions are needed to
reach the door, otherwise the dream ends in the corridor. Within a pitch-black space, the only light and items seen

Upon reaching the doorway, and opening the wooden to one player of the party are 6 square, 10feet wide
door with its brass knob, the other side can contain a
long-forgotten memory or a plot hook that helps players planters, with different kinds of flowers inside.
in an upcoming encounter.
The flowers represent the state of mind and mental
ATTIC
health of the player, each planter resembling an
The party finds themselves in a dusty attic, with multiple
piles of items covered, and hidden under white cloth – important aspect of wellbeing. These aspects are detailed
all dusted over.
in the table below – and the state of orderliness or
The attic has a faint bit of light entering through small
holes in the roof, giving a dim, but adequate light for dismay in each pot is determined by the DM – based on
exploration.
the character’s past experiences – and how deeply the
Under each pile, a cage and some boxes are located. In
either cage or box there will be an item from the given aspect influences them at the given moment.
characters past (not a long-hidden secret, rather a
childhood or early memory). Players can recognize the Standing next to each planter, the player can feel
items as an item of significance, but if they do not make
the connection – through a DC10 Insight check you as a traces of the feeling connected to the flowers within.
DM can let them know what the items really are.
Next to the planters, after examining them, a small
This small encounter is supposed to generate role play
and increase player to player discussions. It helps, if wooden table can be seen, with rakes, watering cans and
each item is found not by the person who it bears a
connection to. all other gardening supplies.

THE FIRE BURNING WITHIN If the player decides to tend to a pot, they will feel

A player wakes up next to a campfire, and finds their pains, fears, or flaws ease – if they cause harm, the
themselves between shapeless, faceless, colorless
figures. The only thing in fact – that is clearly visible situation gets worse.
with all its details is the fire itself.
Aspect of mental health
One of the figures throws a boulder to the fire – saying
“You need to fuel your flame”. Flowerpot represented

With a bit of looking around the player can find a set of Small yellow flowers Grief of a loved one
logs.
Blue lilies A flaw the character has
If they decide to throw logs on the fire, after a while
the bonfire gets extremely hot and you as the DM should Red roses A love (fuldilled or unfulfilled)
ask them to make consecutive Constitution saving
throws with increasing difficulty upon failure, waking Pink azalias Fear of a task at hand
up.
Flowerless black leaves Impact of a curse or madness
The only way to resolve the encounter is if they the
player throws themselves into the fire. In this case, as White callas Confidence
the flames embrace them – they will feel warmth and
receive a benefit – an example being resistance to fire FEATHER FALL
damage.
A player wakes up in freefall – only seeing clouds and
THE GROUP OF SHADOWS sky above and below – with no ground in sight.

A group of 1d12+3 Shadows start attacking the players in Upon shaking the feeling of surprise, they can identify
a pitch black, magical darkness. Darkvision does not that the fall seems to be very slow – in fact, way too slow
penetrate the night and torches will also have no effect, to be natural. (The player falls with the speed of the
making the fight heavily in favor of the attackers. Feather Fall Spell)
The only way to win and resolve the encounter is if the
players decide to touch each other – at the places where If they let the fall continue, they gain a long rest, and
they connect, bright light appears penetrating 10 feet 1d6 temporary hitpoints in the morning – due to the
into the darkness, immediately dispersing any shadow relaxing, freeing nature of the dream.
that is withing range. If they let go – the light disappears
– giving the shadows a chance again. If they try to break out, they will benefit from a regular
long rest.
If players spread out the DM can allow them to make a
DC12 Insight check – to reveal that sticking together If they actively disrupt the effect of the spell slowing
seems like a better idea. If they are within 5 feet of each their fall, in the morning they get 1d4+2 hitpoint
other, they might accidentally touch shoulders or backs, reduction that lasts until their next long rest.
triggering a small flicker of light as a clue to the
resolution. Trying to identify items of interest within the clouds –
with a DC12 Perception check, players can see cloud
Each dispersed shadow leaves behind a small ring or formations resembling peaceful things – e.g. a bird with
necklace on the colorless ground – upon picking one up, open wings, a stretching cat, a smiling face.
the players fade out from the dream – grasping the ring
or necklace they picked up… VISIONS OF HELL

Players see a set of disturbing images – demons and
devils amidst flames – hurting others, and each other.

With a DC14 Perception check they can identify
innocents, who are out of place – standing their ground,
but seemingly loosing.

This can prompt a quest to save people, by a descent to
the hells, or have an other – less literal relevance to the
parties adventures.

THE DAY BUT DIFFERENT

In this dream you as the DM can explain your players a
part of their last day, and let them experience it from
birds’ eye view. Allow them to focus on certain aspects
that they might be interested in, and ask them to roll
Perception checks to notice things that they might have
missed during the day in the heat of the action – or
simply because they did not pay attention.

21

Once they find 3 interesting nuances or once the scene (e.g. the players may see a city in flames – see a
you wanted to replay to them ends, the dream comes to notable ship leaving port, an army marching, a volcano
an end. erupting.)

LUCID DREAMING DARKNESS

The player having the lucid dream, does not really sleep. The party is conscious, hears people and a lively village
Their eyes open wide, but they are unable to move them around them – but sees pitch darkness. They sometimes
or their body at all. touch things or bump into people and items – but no
light penetrates through the pitch dark.
They are silently experiencing the world around them
– with little chance to break out from the dream. If they After a small while the lively village voices start to
fight the lucid dream, a DC25 Wisdom Saving throw is fade – and eventually get replaced by screams. The party
needed to snap out and gain control over their bodies. starts feeling fire touching their skins and eventually
wake up.
While dreaming they may experience one of the
following effects. You may use this dream as a sense of urgency to help
speed up the main storyline.
1d4 Effect

1 Harmless ethereal butterflies land on surfaces
around them and on their bodies.

2 A creeping shadow moves closer and closer to
them eventually caressing their face.

3 They overhear sounds of murder from a
location nearby.

4 They find reality fading away to give space to
another plane of existence temporarily.

ENLARGE & REDUCE

The player finds themselves in an arena with ovation all

around and realizes that fighting is about to start – them

being one of the fighting parties.

Soon, from a side door in the arena a character enters

– and getting closer the player can see that it is a mirror

copy of themselves but double their size.

In the fight the player can use a bonus action to try

enlarging themselves or reduce the size of their

opponent. This can be done as a Bonus Action – with a

successful DC12 Wisdom saving throw. Upon failure, the

opposite of the desired action transpires.

The sizes and their effects on damage (for ease of

access) may be categorized based on the below table.

Size Effect

Minuscule No damage and 1HP. Increase on Wisdom Save
DC to 14 – if the player reaches this size.

Half Size Half damage and HP, no additional effect.

Life size Normal damage, no additional effect.

Double size Double damage and HP, no additional effect.

Enormous Tripple damage and HP, increase on Wisdom
Save DC to 14 – if the opponent reaches this
size.

The opponent in the dream may reveal a backstory
secret from the player’s past that they may not
remember – or give insight on plans set by the party in
the real world.

BIRD’S PERSPECTIVE

The party finds themselves flying way above the land –
seeing towns, villages, mountains, and forests
underneath. They can control their flight and you may
ask them where would they like to soar.

If they choose a direction in which important world
events are happening – you may give insight about those
to the players to help drive the plot forward.

22

FOREST ENCOUNTERS PIXIE’S CONCLAVE

1d20 Event The party, traveling through a patch of high trees can
1 The Talking Tree overhear from the top of the canopy sounds of a heated
debate.
2 Pixie Conclave
Looking up they can vaguely see small, winged figures
3 Tired Woodcutters deeply engaged in the conversation, not even noticing
their presence.
4 Forest Watchtower
They are pixies (AC15, HP 10, non-combatant), living
5 Colorful Mushrooms in the canopy, in small homes magically hidden in the
trunk of the tree. The canopy houses a small pixie
6 Children’s Playground village, which 1d20+10 of the creatures. Once they realize
that the players are aware of their presence, most pixies
7 Weird Woodpecker will hide (a DC15 Perception check can identify the
hidden homes). The pixies will send one of their
8 Circle of Ferns representatives towards the players, who is scared, and
ashamed – as they approach. This pixie will be able to
9 The Lone Cub share the following things with players:

10 Treehouse • The Pixie village is isolated and is not supposed to
meet outsiders.
11 The Hidden Spring
• The debate made them unaware, and the players were
12 Dark Friend in the wrong place at the wrong time.

13 Stuck Arrow • The pixies will ask you to forget and never talk about
them to anyone. (They are willing to pay 200GP)
14 Thick Moss
• (DC15 Persuasion Check) – The debate was about the
15 Curious Squirrels succession of the village leadership. There are 2
candidates, and the village is divided.
16 Reckless Hunters
• (DC17 Persuasion Check) The division is based on two
17 Hidden Chapel opposing directions – open the village, and connect
with outsiders, or stay isolated and hidden.
18 The Smell of a Bear
TIRED WOODCUTTERS
19 Abandoned Camp
2 old men (stat block of a Commoner) walk out towards
20 Autumn Comes Early the nearest road, carrying a large log on their shoulders,
axes tied to their belts. They are overburdened but make
THE TALKING TREE do with their work.

An old looking tree eerily resembles a face. As soon as Players approaching the woodcutters can engage in a
the party would write this off as a coincidence, they can discussion with them – they will share that their job is to
see the tree open two yellow eyes and turn towards them. supply the nearby village with firewood – and that the
The tree can be used as a “quest giver” a source of next winter is expected to be harsh.
information, or a side plot to find out why he is able to
talk. One of the woodcutters has an axe that is magically
enchanted (visible only with a Detect Magic spell). Upon
• The tree speaks common and is friendly to the players. being asked – he will share that sometimes fiends roam
• It refers to itself as “Bark”. the woods, and magical protection is needed against
• It has a hushed voice and loves company. them.
• Not a lot of people come into this part of the forest and
They are open to share information about the area and
realize that a sentient tree is here. Those who do, accept any help the players may provide during their
usually run away. labor.
• It does not remember its past, for as long as Bark
remembers it has always been a tree.

A potential idea of who Bark is: It can be one lost seed of
the Wild Mother, enchanted and fallen out of sight –
only to sprout as a sentient being within this forest.

23

FOREST WATCHTOWER players can identify footprints – a DC12 Survival check
will reveal that the footprints belong to children.
A square shaped building with a 30-foot-high
watchtower on top of it. It is inhabited by a trapper – The cave entrance is tight, 5 by 3 foot in size. It leads
who is friendly to all – unless he suspects the guests to 10 feet angled downward and opens to a 5-foot high 1
be shapeshifters. foot diameter chamber, with unlit candles on a wooden
table and a lot of toys all around.
Players can meet the trapper outside of their cabin
setting up traps, processing leather, going to hunt, or This – once fox den - now belongs to local children,
smoking their pipe. The trapper will be cautious and will who come out here and play in secret. If players stay here
need to be convinced (DC12 Persuasion check) that the for 1d8+4 hours, children will arrive to play – asking the
guests are not changelings, or shapeshifters. If any players not to share the secret of their playground.
player uses an effect that alters their appearance, the
trapper will cease to communicate and lock themselves WEIRD WOODPECKER
in their home.
A black-white woodpecker flies from tree to tree. It
Upon establishing friendly relations, the trapper will always bangs a couple of times, giving off a muffled, but
gift warm winter clothing made from fox and wolf fur to still loud sound. One tree sounds hollow, and way louder
the travelers and supply them with rations if they than the others, even scaring the bird away.
require it.
The tree can be identified as a long dead one, with a
COLORFUL MUSHROOMS hole in its middle. There are some places on the tree’s
side which can give access for players, and with a bit of
The trees in this are different from others. They grow strength, they can even fell it.
stronger, taller, thicker – and at their base, round
purple, yellow, and red mushrooms are growing. In the bottom of the tree, where the hollow part ends,
a large quantity of gathered acorns can be found.
Eating the mushroom can have various effects. Players
with a DC15 Nature check can identify what potential CIRCLE OF FERNS
effect consuming the mushroom will have. They can be
picked and stored for further consumption, and spoil A small clearing in the middle of the forest, with light
after 1d10+4 days. ferns growing in a visible circle pattern. The center of
the circle at first glance seems empty, devoid of
The potential effects of the mushrooms are below: vegetation.

1d4 Effect In the center an orc is buried, with their weapons and
earthly belongings, without a headstone or any other
+1 damage to all weapon attacks for 1d8 hours. marker.
Players consuming the mushroom need to
1 make a DC12 Constitution saving throw, upon Players with a DC12 Religion check can identify that
failure taking 1d4 damage and becoming this place resembles a burial site. Detect Magic spell will
poisoned for 1d4 hours. give a signal from 6 feet below.

Advantage on Insight checks for 1d4 days. Digging in the center, the party can find the long-
Players consuming the mushroom need to decayed remains of an orcish warrior. The Skeleton is
2 make a DC12 Constitution saving throw, upon grasping a +1 Longsword and with a DC15 Investigation
failure taking 1d4 damage and their movement check (or a still active Detect Magic spell) a Quaal’s
speed is decreased by 10 feet for 1d4 days. Feather Token (Whip) (DMG 188) can be found.

Movement speed increased by 15 feet. Players THE LONE CUB

3 consuming the mushroom need to make a DC12 A little brown bear lost and scared – looking for its
Constitution saving throw, upon failure taking parents in the depth of the forest.

1d4 damage and losing darkvision for 1d4 days. The bear will not be hostile, and players can help it
reunite with its family by passing a DC15 Survival check
The Commune spell is cast with a random deity. and finding the trail. The family will be on the other side
Players consuming the mushroom need to of a nearby river, the cub itself not being able to traverse
4 make a DC12 Constitution saving throw, upon – has been left behind.
failure taking 1d4 damage and gain 1 level of
Exhaustion. Players can help the cub through, and in the process
befriend it – DC12 Animal handling checks are required
CHILDREN’S PLAYGROUND to make the bear doo certain actions – on these checks
the party has advantage if food is involved.
Out of nowhere a small den suddenly becomes visible to
the players in the ground. It seems frequently traveled; TREEHOUSE
the ground is hard in front of it. Looking at it closer, the
One of the large trees has a house on it. It looks
abandoned and run down. There is no visible entrance,
but the tree looks climbable.

The party can climb the trunk with a DC14 Athletics or
Acrobatics check. Getting close to the treehouse they can
see a hidden door locked (DC12 Thieves’ Tools check to
open). Inside they can find a writer’s respite. Quills, ink,
papers, multiple unfinished and some finished novels,
poems and book fragments litter the place. A DC14
investigation check will identify love letters and players

24

reading through can ascertain that the writer got more capable to transmit power to many different purposes –
and more hopeless. among others growing plants, providing heat, providing
light.
A last document they find is a paper fixed with a crude
dagger to the wall next to the door saying: “Farewell my To get this source of power the party needs to identify
Delia, farewell my writing”. Players can identify that the that whatever this circle is, the effect comes from
writer has abandoned their profession. underneath the ground – and dig for the item.

THE HIDDEN SPRING CURIOUS SQUIRRELS

In a particularly thick area, on a rocky-muddy hillside From low branches party members with a Passive
the party starts to hear the trickling of water. Looking Perception higher than 13 can see 1d6 squirrels (stat
for the source, under the bushes they can identify a bit block of a Rat) looking intently at them. As the party
rockier terrain, and a small spring originating from the progresses, squirrels follow. Their goal is to take the
ground. shiniest items from the party. They do not care if that is
tightly attached to someone, they will try to take it
Water is clean and attracts nearby fauna, players can regardless.
replenish their waterskins, and whoever drinks from the
spring will lose one level of Exhaustion. (Effect does not In return they throw acorns at the feet of the player
stack) they try to rob.

DARK FRIEND A DC14 Animal Handling check will pacify the jumpy
From the bushes a small Panther walks out slowly. It squirrels, who will look with understanding eyes, fixated
looks very satisfied and is neutral to the party. It will on anything shiny. Their intentions can be identified
jump up a tree and find a comfortable sleeping position. with a DC12 Insight check. If the party hands them a
shiny item, regardless of value (gold or silver piece,
Players with a DC12 Nature check can identify that the piece of shiny foil etc.) the squirrels will become
animal has recently eaten – therefore is extremely irreversible friends, accompanying the players from a
happy and has no care whatsoever of anyone being safe distance, but helping them while they are located in
around in its territory. these woods.

STUCK ARROW Help comes in multiple forms, decide with the
following table, what the squirrels provide to the party.
You see a large tree, like all others, except for a branch
that seems too straight. Looking at it closer, you see that 1d4 Squirrels’ help
it is not a branch, but an overgrown arrow.
1 Squeak at the sign of danger. The party can’t be
The arrow looks timeless, and its tip is fully surprised.
overgrown by the tree. None of the party members can
identify the wooden material the body is made from. The 2 Gather useful items. Within a 100 feet radius any
feathers are missing, it seems they were destroyed by dropped, even mildly useful looking item will be
either time, or the elements. gathered by the squirrels and dropped at the
party’s feet.
The arrow can be pulled out from the Tree with a DC12
Strength check, revealing the tip. 3 Lure dangers away. The squirrels deceive beasts
of the wilderness, to leave the party alone.
The tip of the arrow is made from Jade. It looks sharp,
clear dark green and unchipped. It has no magical effect 4 Battle ready – the 1d6 squirrels engage in battle,
but can be sold for 50GP at a merchant who is on the initiative count of 20, charging in against
appreciative of the craftsmanship. any hostile creature.

The origin of this arrow is unknown. A former RECKLESS HUNTERS
civilization, or a combatant thrust here against their will
from another plane and unintentionally releasing an Walking in the forest an arrow flies dangerously close to
arrow might have been the reason for this uncommon the face of one party member. Shortly afterwards you
phenomenon. hear a loud surprised and relieved shout and a woman
say “You almost hit them you bastard! Does that look
THICK MOSS like a deer to you?”

Walking the forest ground your feet touch something The 2 Hunters (Maria and Pontus) then close in
unusually soft. You look down and see that you are profusely apologizing.
walking on a 1-foot-thick moss cover. It seems oddly
large, oddly overgrown. They are a pair, who like to go out hunting but usually
do not have much success – due to the lack of skill. They
With a DC12 Perception check the party can identify are trying regardless!
that the color of the moss is slightly different from that
of similar greenery they saw earlier. They will invite you for dinner in the nearby village as
a compensation for the scary experience.
With the same check they can identify that the moss
grows in an almost perfect circular shape on the ground, HIDDEN CHAPEL
and that its middle is slightly more elevated.
You see stone pavement – a small path, lead you to a
If the party decides to dig, they will find that the same specific direction. Under a small group of pine trees, the
moss grows even underground, similarly thick, similarly path leads to a small weather worn, 10 feet tall, 10 feet
lush green – but also only within the circular area. wide shrine.

The moss cover is created by an ancient, buried power The shrine has the shape of a cylinder and has a 5 feet
source, that is located 15 feet beneath the ground. It is a high arched door on its side. Outside it is undecorated,
Brass cage, with a glowing white gemstone inside, inside you can find freshly cut flowers on a 2 feet high

25

pedestal. On the internal walls a lot of carvings – hearts,
with names inside are displayed.

If the party decides to wait here for 1d12+6 hours a
young couple (Commoners) will make their way towards
the shrine visibly only caring about each other (Passive
Perception 9). They place a flower, kiss, hug and leave.

The shrine is that of love, the locals think placing a
flower strengthens any romantic bond represented by it.

As for the party – whoever leaves a flower here, will
have advantage on their next Persuasion check against a
romantic interest of theirs.

THE SMELL OF A BEAR

A foul stench hits your noses as you approach an
otherwise not noteworthy forest patch. A DC12 Survival
check will lead you to the source – a large Brown Bear
laying on its side, emitting gasses loudly into the air.

It is visibly in pain – reason being it did not consume
enough plants – its diet was too meat oriented in the
past weeks.

In case the party helps the bear any way to get better –
either by providing some plant-based material or
helping the bear move, it will be grateful and slowly walk
away.

The bear’s pain is easiest to identify with spells or
features allowing to speak with animals.

ABANDONED CAMP

In a forest clearing the remains of a campfire and some
broken tents can be found. A DC12 Survival check will
identify that this place has been abandoned in the last
couple of days and that it was ravaged by some sort of
large beast (Brown Bear)

Investigating the ruins (DC12 Investigation check)
Players can find a pouch of gold, 1 longbow, 15 Arrows
and 2 torches.

The campers were outlaws – the players can try to
follow their tracks, only to realize that they did not
manage to escape the beast – and lie dead about 200 feet
away from their campsite.

AUTUMN COMES EARLY

Looking up to the canopy players can see with a
successful DC14 Perception check that the trees start to
change color – and within a day’s worth of time they go
yellow and orange – regardless of the season.

This phenomenon can signal the presence of a greater
evil or an unfavorable change in condition and should be
localized to a certain point within the forest, not
everywhere in the world.

One reason can be the passing of a Green Dragon –
who ruled over the forest, and in its wake leaves a
vacuum of power behind.

26

GRASSLAND ENCOUNTERS RUNIC CIRCLE

1d20 Event In the tall grass players can find an opening and a
1 natural hill. On the top, 8 large 10 foot high runestones
The Shy Goblin are standing in a circle, grey, smooth, with one rune on
each – glowing yellow and facing the center. The stones
2 Rabbit Family together are the key to a Demiplane – which can be
opened by activating each stone – touching them one by
3 Runic Circle one.

4 Old Ruins The players can sense conjuration energy from the
stones (the effect of the Demiplane spell) – they are
5 Territory of the Lioness clearly magical. The stones can be dispelled with a Dispel
Magic spell (Passing a DC15 Arcana Check). If one stone
6 Statue of Memories is dispelled, all lose their essence, and nothing happens.

7 Earthly Remains If players touch the stones they start to glow and once
the last stone was touched, the demiplane opens.
8 The Scrollcase
It is a small Storage chamber, with a Weapon on the
9 The Archeologist wall, and some empty storage lockers. The weapon is a
Sword of Life Stealing (DMG 206).
10 Wildfire
You as a DM can decide who is the owner of this
11 Till the Sun Comes Up sword, but an idea can be the following:

12 Firefly Dance

13 Harmless Undead

14 The Splitting Grass

15 Lone Tree

16 The Three Brothers

17 A Dog’s Meal

18 A 20-sided mystery

19 Bison Herd

20 Cold Winds

THE SHY GOBLIN OLD RUINS

Players can catch glimpses of a creature observing them The ground is littered with what seem to be large,
from the tall grass. The creature is a goblin (with Good irregular stones – but then suddenly in an area the
alignment), who was cast out from their tribe, for not stones seem less irregular and more like products of
wanting to commit evil deeds – and is now living alone, civilization. Players can identify that they are parts of a
mostly hiding in the tall grass. ruin that is mostly underground and is a part of a long-
forgotten city.
The goblin can be noticed (DC15 Perception check) and
caught (DC14 Dexterity Check) or lured towards the By moving the ground and digging around
players if they try to gain its trust or deceive it (DC12 “aimlessly” or using the Detect Magic spell players can
Persuasion or Deception check). find a magically enchanted (+2) weapon underneath the
soil. The items are cursed though – which can’t be
Upon being on friendly terms with the creature it will identified at first glance.
share her story and that it is living alone in the
wilderness. The following can be options for the curses:

1d4 Curse Weapon Benefit

1 While the item is in Each critical hit does

possession of a creature, maximum damage

they can attune to one less with the weapon.

magical item.

2 After dealing more than 30 Any healing done to
damage on a turn, the player the player will be
loses a hit die, each time. maximized.

RABBIT FAMILY 3 The wielding player gains The player can decide
vulnerability to radiant the type of damage
A family of white rabbits (AC8, HP1, non-combatant) damage. the weapon does.
hops around and scatter as players enter the region
where they live. 4 Whenever the player drinks The weapon does an

The rabbits scatter and hide in their burrows. Players ale, they need to drink until extra 1d6+3 Poison
can identify the location of the burrows with a DC12
Perception or Survival check. They can try to tame an they pass out. damage on a hit.
adult rabbit with a DC18 Animal handling check.

In the burrows they can find remains of food, small
rabbit kittens and rabbit droppings. The offspring can be
taken and nurtured, they will become friends with
whoever acts as their parents.

27

TERRITORY OF THE LIONESS this site. She is researching past eras, and found artifacts
(bones, buildings, and items) in this area.
An area in the grass seems to be traveled more often
than the surrounding places. With a DC12 Nature or She might ask the party to help her find further sites
Survival check players can identify that this is the of archeological importance – and if you help her, she
territory of a Lion. will give you items she finds that seem useful in your
endeavors. (Magical rings, amulets, trinkets identified
In fact, it is the territory of a lone lioness. She patrols by the DM)
the perimeter regularly and is hostile to those who pass.
The lioness has a large scar on her body – which seems WILDFIRE
to be constantly bleeding. It was caused by a fiend.
Players can identify with a DC12 Perception check that The players start hearing sound of crackling, slowly
the scar seems to hinder the lioness and is very much not getting louder and louder. Eventually they will see
of natural origin. smoke and start to see the flames in front of them.

If players heal the lioness, she will cease to be hostile They are in the danger of being burnt by the fire – if
and let players traverse her territory. they wish to endure and let themselves be engulfed by
the flames, they take 6d6+6 fire damage. If they decide
STATUE OF MEMORIES to outrun the fire, you can run a skill challenge.

In the side of a ruined temple players can find a small Ask players how they would like to escape, what
altar, with a metal plated statue of a lady in agony. skills/actions they would like to use. Identify the
relevant check for the plan and evaluate success. If the
In front of the statue there is a small pedestal, with a players present you (the DM) a good plan, the check DC
long-dried piece of flower. A faint divination aura is is 12, if you identify that the plan is not so good, you can
around the statue. If players put any gift to the pedestal, increase the DC accordingly. After 3 successes the party
the next time they blink, they will relive a memory of escapes the fire.
their and will have the chance to remember aspects of it
that at the time they did not see. On a failure a hindrance will happen to the party, for
which a couple of ideas you can find below:
You as a DM can use this to give extra flavor to
backstory, and by playing out the memory give agency to 1d4 Hindrance
players on how they modify and grow their character. 1 DC14 Dexterity Saving throw – on a failure, the
player’s leg gets stuck in a sinkhole, and while
Potential examples for the effects of the relived getting out – they get burnt for 1d4+4 fire
memory can be: damage.
2 The smoke incurs a disadvantage on the next
1d4 Effect ability check of the party.
3 A party member drops and loses one of their
1 An extra proficiency with a tool or instrument. items from the adventuring gear. (DC14
Perception check to realize that the item is
2 Getting to know a piece of useful lore. dropped)
4 The flames leave a permanent mark on the hair,
3 Remembering a potentially useful contact/NPC skin, or equipment of a party member.

4 Remembering the magical sparks – learning 1 TILL THE SUN COMES UP
cantrip
An unusually dark night greets the adventurers. In fact,
EARTHLY REMAINS darkness seems to consume all around them as they set
up camp.
The party finds the recently deceased corpse of a poorly
dressed young human man. He seems to be mauled to The players with darkvision have their darkvision
death by Hyenas (DC14 Medicine check). He was the son distance halved, and any light source is working at half
of a miller around the grassland, went off for a walk effectiveness until the sun comes up. Creatures with
never to return. blindsight are not impacted by this effect.

His death was caused by a Gnoll’s and 3 Hyenas’ Any player that wants to sleep during this night needs
ambush. His home can be tracked down with a DC14 to pass a DC12 Wisdom saving throw. Upon failure their
Survival check to trace his footsteps, or by stumbling sleep is restless, and they gain 1 point of Exhaustion -
upon the mill directly. Upon learning the son’s fate, the but do gain all other benefits of a Long rest.
father will provide a small prize (10SP) for at least
finding out the child’s fate. Players with a Proficiency in Religion can identify this
as an omen, and you as the DM can decide what for.
THE SCROLLCASE

Players will stumble upon an abandoned wagon covered
by cut grass – poorly hidden. The wagon is empty and
seems to be long abandoned – no tracks are visible in the
ground around it. It has a hidden compartment under
one of the seats, containing a locked wooden scrollcase.
The case can be opened with a DC15 Thieves’ Tools check
and contains a 3rd level spellscroll.

THE ARCHEOLOGIST

A clearing in the grass looks like an organized site. Some
of the dirt is piled up on the sides and there are holes dug
in the ground and some bones, stones are laid out in
them neatly. If players decide to take a closer look, they
will be shouted at by the archeologist who is working on

28

FIREFLY DANCE civilized society but having no real understanding of
how start.
During the night in the distance yellow spots of light
become visible then fade away. This phenomenon is the Upon noticing the party, they will wave and invite
fireflies dance in the night. Players can decide to them to join and sit with them but will try to hide their
investigate – if they come close with a light source in secret at all costs – and will share their cover story - that
hand, the fireflies will disappear (turn their glow off) they are identical twins.
and will be hard to find (DC18 Perception check).
If players decide to sneak closer before getting
If the players come close with no light source, they can noticed, they can overhear the discussion. The figures
approach the fireflies without them being startled. talk about their desire to integrate into the human
society and “be like all others”.
The creatures can be trapped in vials or bottles (DC12
Dexterity check to catch), and can serve as a portable If the party does not uncover the Doppelgangers’
small light source, or a pet. secret, they will say their warm goodbyes and walk their
own way.
HARMLESS UNDEAD
If the secret is identified through any means, the
In the soil players can see the signs of something being Doppelgangers will ask for advice, how to integrate into
dragged. Following the trail, they can soon stumble upon civilization.
2 corpses (AC8, HP10), missing their lower halves –
dragging themselves along the grass and dirt. They are They are each very similar personalities, mimicking
undead and are neutral towards the players. the half-elf that they copied. Their first result in
becoming people was that they chose names for
They can be killed or let go – and tracing back where themselves.
they came from, players can find an unmarked pit, with
a multitude of mutilated corpses (multiple different
species) inside.

Along the pit with a DC12 Perception check orcish
broken weaponry can be found. This can serve as an
adventure hook for an orc related conquest.

THE SPLITTING GRASS A DOG’S MEAL

The players get to a point in the grass where the thick A starving dog walks painfully, sometimes falling to the
vegetation looks like it is spreading in front of them, ground – without a real sense of direction. It has a
trying to guide them in a certain direction. muzzle on its mouth, which makes it unable to feed or
drink.
The invisible finger of a god draws the line in the
grass, for its amusement – depending on the god, The dog seems to be close to death, when the party
different directions and motivations may be behind this finds it, but still will be reacting fiercely first – requiring
“intervention”. Some ideas for the destination can be: a DC12 Animal Handling check to pacify it. If food is
shown to the dog, the check is an automatic success –
1d4 Location and a party has a new best friend who is as loyal as they
ever could wish for.
1 An open, empty treasure chest with a hidden
compartment inside. A 20-SIDED MYSTERY

2 The spreading grass leads players in a circle A 5 – foot metal multi-sided shape is buried in the
(DC12 Survival to identify that it is just wasting ground partially, shining in the sunshine. Each side of it
time) is having some sort of inscription – that the party can’t
identify – aside of one, which is a picture of a crown.
3 The nearest paved road.
The item is a metal d20, the inscriptions are Arabic
4 Lead to an abandoned cemetery numbers. Players can take the item with them and use it
once a day to roll. If they roll a 20 (the crown) a random
LONE TREE positive effect happens determined by the GM.

From afar in the plain landscape, a lone yellowish-green The Reduce spell can be used on the metal dice to
tree can be seen. It has seen better days, thirsty, but even permanently make its size more compact.
with its current form it provides some shade for anyone
sitting at its trunk. Potential rewards for rolling a 20:
1d4 Reward
This tree serves as waypoint for outlaws in the area
and has multiple messages carved on it, which can be 1 Advantage on all ability checks for 1 day
understood by players knowing thieves’ cant, for anyone
else, the symbols have no meaning. 2 50% better prices while haggling

The cyphers represent successful and unsuccessful 3 The next long rest, will take only the time of a
ambushes and robberies. With a DC14 Investigation short rest.
checks the party can find a patch of land about 30 feet
from the tree that seems to be freshly disturbed. Digging 4 The player rolling gains one use of a Wish spell.
it up, they can find a small chest, with 300 GP, and
gemstones worth 200GP – as the last loot of the outlaws BISON HERD
hidden from civilization.
The sound of an earthquake starts to hit the party’s ears
THE THREE BROTHERS and gets stronger and stronger as time passes. Players

Three identically looking male half-elves sit at a
campfire and engage in hushed discussion. They are
Doppelgangers, trying to find a way to integrate into the

29

with a DC15 Nature check can identify that this is not an
earthquake – but a herd of migrating bison.

The herd will pass right where the party is and will
trample them – the only way out is to think fast. They
need to find a creative way to get out of the way of
danger. Any spell or skill putting them to another plane
of existence, a DC18 Dexterity check, hiding
underground or simply standing strong against the flow
of bison (DC20 Strength saving throw) can help them
avoid taking damage.

Upon failure players will take 4d6 +2 bludgeoning
damage.

After all players made their choice and either avoided
or took the damage – the bison leave, and the sound
starts to fade.

COLD WINDS

The usual warm, dry climate gives way to strong cold
winds that shiver the party to their bones. If they do not
cover up, the cold wind will affect their endurance. The
players will need to make a DC10 Constitution saving
throw – they have advantage on this if they are warmly
dressed. Upon failure, they take 1 point of exhaustion
which lasts for 2 days. (The first long rest does not reset
it).

The winds are temporary, they only last for 1d4 hours,
and afterwards the weather turns back to the way it was.

30

MARSHLAND ENCOUNTERS her only sinful pleasure is the scrying pool she likes to
look through.
1d20 Event
1 Mimic My Sound If asked she can create different potions and poisons
upon the party’s request, for a gold price. These brews
2 Jade Totem can have any effect that you as the DM deem non-game
breaking.
3 A Positive Hag
If the party is hostile, the hag will turn to smoke and
4 These Gasses Don’t Smell disappear from the hut – never to return again. In the
hut the players can find 1 Alchemy kit and 1d4 Potions of
5 The Sweet Fruit Healing.

6 The Fisherman’s Catch THESE GASSES DON’T SMELL

7 The Turtle Trader The party reaches a part of the swamp where
unexpectedly, form patches of dirty water occasional
8 Trapped Crocodile large bubbles come to the surface and burst releasing a
gas with slight brown coloration.
9 The Fortune Teller
They can try to identify the gas with a DC15 Nature
10 Butterfly Dance check, or by trying to sniff it. Potential effects of the gas
are listed below.
11 The Scrying Pond
Traversing this area will require a 3 part, DC15 group
12 Feeding Kingfisher skill check – where Dexterity and Constitution related
checks have advantage, while the rest are at DM
13 The Traveling Merchant discretion – depending on how feasible the idea is that
the party comes up with.
14 The Liar
If the party wants to trap some of the gas, they will
15 Moonshiners’ Den need vials, or bottles with corks, and they can trap gas in
those without the need to pass any checks.
16 All That Copper Gone
1d4 Effect of the gas
17 Kenku Village 1 DC12 Constitution Saving throw or become
Poisoned for 1 day.
18 Rainfall 2 DC12 Constitution Saving throw or fall
unconscious.
19 Fierce but Small 3 DC12 Wisdom Saving throw or gain 120 feet sight
to the Ethereal Plane for 1d4 hours – and gain 1
20 Roadbuilders point of Exhaustion.
4 DC12 Wisdom Saving throw or see all colors in
MIMIC MY SOUND shades of green for 1d4 days.

From a lust tree canopy a black bird (stat block of a THE SWEET FRUIT
Raven) is observing the party. If they are engaged in
discussions, the bird will shout parts of what they say A thick tree in a dry patch grows strong with multiple
back at them. branches to the sides, all lush, bright green with an army
of leaves.
If the party calls out to ask for clarification, who With a DC12 Perception check, the party can identify that
mimics their sound, they will not get an answer – but among the leaves fist sized red fruits are hidden. With a
their questions will be repeated back to them. DC12 Acrobatics or Athletics check they can get to the
fruits, which have the effect of a Potion of Healing.
If the party can lay eyes on the bird, by climbing the
tree, the bird will curiously look at them without fear.

Eventually – if the bird overheard other discussions in
the past days, it would repeat sentences from those as
well, potentially giving the party hints of side quests.

JADE TOTEM

In a small stale pond, under twisted trees a 6-foot-tall
rotting wooden obelisk is standing slightly shifted to the
side. It is carved to resemble animal heads on top of each
other. From bottom to top a wolf, a bear and owl and a
raven.

The eyes of the heads seem to be empty holes, aside of
those of the owl – which contain two large circular jades.

The totem is not trapped, not cursed – the jades can
be taken and sold for 400 GP.

A POSITIVE HAG

In the middle of a small muddy patch, a dirty shack is to
be found. A small walkway, made from wooden plank
leads to the entrance – and within lives a Green Hag
(good alignment).

With a DC 14 Insight check the party can identify that
she looks more human than expected – and the hag
indeed does behave welcoming and does not try to lure
the party into a deal or deceive them.

Upon being on friendly terms, and open to discussion
she will share that not all hags are child-eater
monstrosities, and that she is appreciative of nature, and

31

THE FISHERMAN’S CATCH disappears – it is only visible looking through the exact
two trees the party lays eyes upon.
You see an old man (Commoner) sitting on a makeshift
wooden fishing post, holding a fishing rod – and getting Upon getting closer they can get up to the two trees
dragged off with the line, and pulled into the water. The and realize that the lady is a two-dimensional illusion.
creature on the hook is a Crocodile, and it will kill the In her background faintly fire and smoke are visible –
fisherman if the party does not interfere. but the image is slightly transparent.

THE TURTLE TRADER Getting close the party will hear a mental message
“Do you want to hear what your fortune has to offer?”
A Tortle (stat block of a Druid) stands alone in a ruined
stone hut, at the side of the muddy path. Getting closer it The lady will only react if the party answers yes or no
waves the players, inviting them “inside”. Looking – otherwise the image remains motionless.
around the ruins, they can see that the place is organized
as a makeshift shop, with unusual items lid out to be The party saying yes, there is a 40% chance that the
sold – most seemingly useless in standard terms for lady will say something relevant to your story (at DM
adventurers. discretion) in other cases the fortune will be irrelevant
or makes no sense. Some of the non-sensical ideas may
The Tortle believes that all their wares are valuable be:
and will try to convince the players to buy.
1d4 Prediction
The shop may contain the following items:
1 The white of your eyes is the key tofind what you
Cost Item are looking for.
5SP Fish skeletons
2SP Fermented swamp ferns 2 The answer you seek is under your feet.
1GP A tar-like liquid in crude glass bottles
1GP The rotting eye of ravens 3 Only when you fall will you see the full extent of
1CP An exceptionally smelly piece of wood your influence
10GP A crude twisted rod, with a pink shimmer where
light hits it 4 Eating regular rations weight heavily upon you –
try avoiding them at all costs

BUTTERFLY DANCE

In an open patch, as sunshine pierces through the trees
and dissipates the ever-present mist, the air is filled
with a flock of butterflies. They dance around silently,
brushing their wings against each other and the players.

Players can catch butterflies with a DC14 Dexterity
check, and a caught butterfly has a 20% chance of being
caught alive, unless using a net or any other instrument
that has no way of crushing the creature.

Anyone living in the marshland or having a decent
historical knowledge will be able to tell that this is the
butterflies’ regular mating dance, and their color is most
pompous at this time of the year.

Any caught butterfly will sell for a good price, ad
collectors are always looking for new and new patterns
to add to their collection.

A live butterfly will sell for 10Gp, a dead one for 1GP.

TRAPPED CROCODILE THE SCRYING POND

Players can hear thrashing from a deeper part of the One small, segregated body of water looks slightly
water, off to the side of the traveled path. Investigating different from others. Players with a Passive perception
through the treacherous marsh they can lay their eyes higher than 15 can identify that the water in this circular
upon a struggling Crocodile. With a DC14 Perception pond is not moving, its surface resembles a mirror – and
check they can identify that it is tied up in strong ropes, upon touching it and stirring the surface, the waves
caught up in a trap laid underwater. subside much quicker than expected.

If players decide to free it, the Crocodile swims away Concentrating on the surface of the pond, players need
without attacking them – and while the party is in the to make a DC12 Wisdom Saving throw. Upon failure, they
swamp, they will not be attacked by Beasts in the water can cast the Scrying spell, on a target of their choice
as a sign of gratitude. (DC15), but gain 1 level of Exhaustion in the process.

THE FORTUNE TELLER The pond allows the use of Scrying once per day.

Traversing a dense tree patch, looking between the FEEDING KINGFISHER
trunks of a tree at one point of time – behind the trunks,
the image of a lady with a large glass orb becomes A small, bright, shining blue bird (stat block of a Raven)
visible. Taking 2 steps further or backwards, the visage can be observed looking a slow-moving current within
the swamp. It suddenly lunges forward into the water
and after a loud splash emerges with a small fish in its
beak – only to fly back to the branch it started from and
consume the fresh meal.

Players can use this knowledge to find a suitable
fishing spot and replenish their food supplies.

32

THE TRAVELING MERCHANT Getting closer and looking around the players can
identify the strong smell of alcohol, and see bottles,
A cart, visibly not suitable to traverse treacherous fermenting material in barrels, and equipment to boil
marshland routes is stuck, one of its wheels nearly fully said fermented material – one of which is broken and
submerged in thick mud. charred – as the pressure made it explode.

An angry halfling lady tries to free the wheel, by The goblin will not care about the players until the
shoveling dirt with her bare hands, her clothes being fires are put out – after that they threaten them with a
already drenched in the mud of the marsh. crude dagger and try to intimidate into forgetting
whatever they saw right now. If the intimidation fails, he
Getting closer she will ask the players to help and in will try to bribe players (10GP).
return she will give them a discount on all wares that the
cart has on it. The cart has items from the Adventuring Although he will not share explicitly, it will be clear for
gear table (PHB150) with a value less than 5GP, and aside players that this is an illegal brewing operation.
of those she is selling Alchemist’s supplies, Thieves’
Tools and with a DC15 Persuasion check she is willing to
part with her Bag of Holding (DMG 153) for half price as
well.

ALL THAT COPPER GONE

A child wearing church robes is carrying a large basket,

covered with a white cloth. They trip and as the basket

falls over, the contents of the basket (3d100 copper) spill

right into the water next to the road.

The child tries to catch as many pieces of copper as

THE LIAR possible -and will shout for help.

Walking the opposite way on the road a careless, happy Players looking into the water can see that the flow
looking half elf male (Commoner) crosses path with the
party. He will not engage in conversation unless asked and the thick mud will make it impossible soon to find
and will keep his slow pace walking the opposite
direction. anything that fell in – and will realize that time is off the

If the party wishes to communicate with him, he will essence before the copper spreads or sinks.
gladly answer to any questions, but every single answer
he gives – starting from his name – will be a lie, actively They have 60 seconds to come up with ideas and help
trying to deceive the party.
the lady. You can ask them what they would do and roll a
The deception can be uncovered with a contested
Deception – Insight check. On the Deception check the related check (DC14). If they succeed, they will be able to
Liar has a +5 modifier.
retrieve a certain amount of copper. Once the minute is
Upon his lies uncovered, he will just shrug it off and
say – “Well you’ve got me, god day to you!” and will try done, finding copper will become impossible.
to leave. At no point of time even after the deception
uncovered will he say anything that is true. Success Effect

Failure on the check, or No copper retrieved
irrelevant way to help (e.g.

sing a song to retrieve
copper)

Success on the check 1d20 copper retrieved

Success on the check with a 2d20 copper retrieved
15 or higher

Success on the check with an 4d20+15 copper retrieved
18 or higher

Success on the check with a 2d100+25 copper retrieved
22 or higher

MOONSHINERS’ DEN The child will be thankful and will share that she was
tasked to take religious donations between 2 villages.
A muffled sound of an explosion will alert the attentive The money would be used to renovate the churches – so
adventurers. It is coming from way off to the side of the it is a significant and important task.
road.

With a DC12 Survival check, players will find a hidden
path leading to the side and following it they will
stumble on a makeshift shack, covered with leaves and
other greenery.

Currently smoke is rising from the side of the shack
and small traces of fire are visible – with a goblin
running around trying to put it out.

33

KENKU VILLAGE

In a dense area, away from all roads and civilization, the
sound of birds can be heard. Players who met a kenku
before, will be able to identify that the sound comes from
them – otherwise they will just think that it originates
from very large birds.

Passing a DC15 Perception check, players can get a
glimpse of the kenku (Stat block of a Raven, HP12) who
are looking at them attentively.

The birds live in makeshift nests close to the ground,
which contain precious items – shiny gold and silver
rings, and coins.

They will try to hide and not engage in any interaction
with the players rather only observe them from afar. If
players take anything from their nest, they will never be
befriended – but if they put some shiny items into the
nests, the kenku will accompany them from afar in the
swamp, calling out dangers before they arrive – making
it so that players can never be surprised.

RAINFALL

The sky turns dark gray, and the sound of thunder gets
stronger and stronger. Shortly afterwards a pouring rain
starts to soak the players – causing disadvantage on any
Perception checks and putting out any fires (including
torches).

After the rain no campfire or torch can be lit for 1d8
hours as all materials that are unprotected by magical
means or that are not wrapped tightly in waterproof
material - are soaking wet.

FIERCE BUT SMALL

A small brown bird (AC10 HP 1 non-combatant)
“attacks” the party. It is pecking at anyone they can
reach, dealing no effective damage.

The bird can be calmed by a DC12 Animal Handling
check. It is so mad because its nest is nearby – which can
be noticed with a DC17 Perception check, above head
hidden in the canopy of trees.

If players leave the area of the nest or manage to
pacify the bird, it will leave them alone.

ROADBUILDERS

Near a small encampment a group of workers
(Commoners) are gathered and are in progress of slowly
laying out stones and building a paved path through the
marsh.

They are visibly exhausted (have 4 levels of
Exhaustion) and have a hard time uttering straight and
complete sentences. They are slow to work – because of
the exhaustion and are exhausted because of the work.

If players decide to help them, or contribute to
removing levels of exhaustion, later travels in the
swamp become faster – as the road will be completed
effectively.

If the players do not contribute to the builders
wellbeing, they will eventually perish, leaving the road
incomplete.

34

MOUNTAIN ENCOUNTERS

1d20 Event HOARD OF THE YOUNG DRAGON
1 The Curious Giant
The adventurers stumble upon a small crevice in a steep
2 Dwarven Miners mountain face. The crevice is hard to reach – requires a
2-step skill challenge in climbing – a DC14 Athletics,
3 Hoard of the Young Dragon and a DC16 Athletics check to get to the entrance.

4 The Broken Bridge Inside the party can find a set of broken chests,
spilling gold and gems on the ground – but the cave
5 The Roc’s Nest seems rather empty.

6 Rockfall With a successful DC12 Perception check, copper
dragon scales can be found, and claw marks of a Young
7 A Cup of Tea Copper Dragon.

8 Thin Air If the players stay in the crevice for the time of a long
rest, the dragon shows up – not aggressive but curious
9 Above the Clouds as to how the party found the hideout, asking for advice,
how to conceal the place better.
10 Mirror Ice
Upon the party taking the small hoard, the dragon will
11 Warm Hearts try to track them down through scent.

12 The Broken Railroad THE BROKEN BRIDGE

13 An Armed Trap A deep crevice cuts off further progress on the steep
mountainside. The adventurers can make out a couple of
14 The Gatherer sturdy wooden poles fixed on both sides, dangling from
both end a half of a rope bridge – broken in the middle.
15 Mindful Monks
The crevice is 60 feet wide, 300 feet deep.
16 Call of the Winter Wolf The bridge may be fixed by players with Mending, or
any similar magic, or using rope with a DC14 Dexterity
17 The Shining Crevice check to create a new link.
In case players decide to fix the bridge, later on their
18 Hard Snowfall journey (maybe even outside of the mountains) they
may meet pilgrims, who refer to the miracle of the
19 Feather Faller bridge being fixed, meaning a lot for them, giving
renewed hope – and ability to visit a shrine in the
20 Frozen in Ice heights.

THE CURIOUS GIANT THE ROC’S NEST

In a broken wooden hut, wedged into the side of a The adventurers may see wooden planks way above their
mountain slope players will see a large figure, a Hill heads on a rock outcropping. The wooden planks are part
Giant, looking down, hunched. of a nest, belonging to a Roc. The mountainside is near
vertical, and the nest can be reached by 3 consecutive
The Giant currently is in process of examining a successful Athletics Checks (DC15).
cartwheel, but has a hard time keeping it in one piece –
with each turn braking off a small part – grabbing it If players do not decide to stealth, or roll below the
with too much strength. passive perception of the Roc, the bird arrives to the nest
5 rounds after it notices the intruders.
The giant is not hostile and is awestruck by any item
that looks modern or interesting – things like weapons, The nest contains one large egg, and with successful
magical artifacts, artificial light, and trinkets that investigation checks (DC set at your discretion) you can
otherwise they would not see. award your players with Magical items, artifacts,
weapons or quest clues.
If the party gives them something to “experiment”
with, the giant will become a loyal ally to them for the ROCKFALL
time they spend in the nearby mountains.
Travelling near a risky, steep incline, suddenly rocks and
DWARVEN MINERS boulders of different sizes start to fall uncontrollably
from the mountain, as a couple of rock formations
A group of four, tough looking miners (stat block of a collapse due to natural causes.
Duergar) are walking carefully down a narrow path
pushing an iron cart that is covered with a cloth. The adventurers have 1 round to prepare, before the
rockfall reaches them. After the round of preparation,
The cart contains gold ore, in the value of 2000 GP, they need to make 3 consecutive Dexterity Saving
but unprocessed. The miners will try to avoid the party Throws. The DM can decide to make the throws more, or
and stick to their business – pulling the cart with them. less difficult, or even negate them entirely based on how
They will not share openly what the content is, in fact, the players prepared for the fall.
they will actively try to deceive the party.
A CUP OF TEA
The 4 miners are renegades, having stolen the ore
from an official mining expedition, trying their own The party finds an opening in the mountain, out of
luck. Descending the path, they start to question their which a small puff of mist or smoke is seeping out into
life choices, but it is late to return for them. the cold air. Getting closer, they can hear the sounds of a
campfire – and investigating they will find a silver

35

haired lady wrapped in thick furs, sitting next to the fire cold damage. With a DC12 Insight or Wisdom check
– brewing tea. She is a Druid, who lives out in the players can identify that the long-term exposure to
mountains and knows the place and nature as the back of adverse conditions wears down not only the body – but
her hand. the mind as well.

She is friendly and will invite the party for tea – The feeling of unease and cold does not have direct
answering any questions they may have about the adverse effects on combat and skills – but will not go
region. The tea grants resistance to cold for 8 hours. away until players decide to focus on interpersonal
relationships – to help reclaim a healthy state of mind
THIN AIR and shake off the adverse effects of long-term cold
exposure.
Ascending to a plateau, the air clears, and sun shines
brightly to the party. Their natural reflex is to take a After any kind gestures, words, or acts are carried out
deep breath – but the desired effect, the filling of the by a party member – you can explain that the
lungs does not happen. overburdening feeling of cold seems to lift from their
mind, and they feel much better.
The party can realize that this area is almost devoid of
oxygen. The players staying on this plateau need to make Use this as a way to initiate role play and positive
a DC12 Constitution saving throw. Upon failure, the lack attitude towards each other.
of oxygenation will impact their abilities in combat and
exploration – equal to 3 levels of Exhaustion. THE BROKEN RAILROAD

The effect goes away 1d4 hours after they descend The party finds the remains of a mine train, within a
from the plateau into an area with more oxygen. crevice. After a short but precarious descent they can
investigate – and identify that the last commute of the
ABOVE THE CLOUDS mine cart was a disastrous experience – it having been
derailed and shattered on the multiple hard and sharp
A sudden weather change results in the sky clearing and stone surfaces of the crevice.
suddenly the party finds themselves above the clouds.
With a bit of luck (DC12 Investigation check) the party
Looking around underneath they can only see the can find the cargo – gemstones worth 1000 GP – and a
milky white “ground” which is a slowly swirling cloud long-frozen corpse – with a letter in a pouch, that
blanket over the underlying terrain. As a GM you can details the destination and purpose of the cargo, and a
explain that the view fills the hearts and mind of the delivery date which expired about 10 years ago.
party with content, and peace. If the party wishes to
engage in any way, and uses this opportunity to roleplay, AN ARMED TRAP
you can reward them with either of the following traits.
If they decide to continue pushing without taking the On a curving path a hidden iron bear trap is placed –
view in – nothing happens. activated by a pressure plate, snapping shut on anything
that may step on it.
Trait
Inspiration The trap can be identified by a DC14 Investigation
Remove one level of Exhaustion check, avoided by a DC15 Dexterity check. Upon failure to
Insight (DM selected piece of information) about the goals avoid, the damage taken is 1d8+5 piercing, and the
and tasks the party is currently doing – either validating or character is Restrained.
warning them about the usefulness of their planned actions.
Shortly after the trap has been triggered (if at all) a
MIRROR ICE halfling hunter will arrive, scolding the party for their
recklessness – and sharing random trivia about the
As part of a long and tiring descent, the party arrives at a bears that live in the region.
steep incline where the rock faces are replaced with ice –
ice that seems so pure and flat like a mirror. It can be Random bear trivia
shattered with climbing gear and progress can be made Bears in this mountain range find their mate for life, and once
upwards – the DM may decide to make the DC higher
because of the nature of the ice. their mate passes, they go into a frenzy and eventually
recklessly drop into a crevice.
A ranger with dragons as favored enemies, or any
character with a successful DC18 Nature check will All bears have a pink toe on their front right paw.
identify that the ice deposit is reminiscent of the traces If a bear blinks at you it means that they consider you as part
of a White Dragon being nearby.
of their family.
WARM HEARTS Bear poop is a treasure, but nobody knows why.

As the evening closes the players will find that cold gets THE GATHERER
to them – now more than ever. You can explain that
their movements slow, and that they feel on the verge of Players can meet a Commoner in a more hospitable area,
hypothermia – regardless of if they have resistance to near a small settlement or outpost. The figure will ask
for a warm refresher, and if provided will help out the

36

party – either through giving information or curing a FROZEN IN ICE
Poisoned condition. The party finds a large patch of transparent ice –
inside of which an item of interest is encased deep
You may decide to give the figure an accent that is not within the ice (30-40 feet deep).
common to the mountain region – hence giving you an
opportunity to inform players about an other part of Physical means of entering, and brute force melting
your world that they may visit later. will take about 8-10 hours, and result in either
exhaustion or loss of multiple spell slots.
MINDFUL MONKS
Reward player creativity with quicker progress and
The players may find a circle of 3 meditating Githzerai access to the item in the depths.
Monks. They do not speak common and if they are
interrupted, will hurl slurs in their mother tongue at the
players, visibly annoyed by the distractions.

Upon the players only observing, and not interrupting
the meditation – nothing will happen immediately – but
during the players next combat encounter – the 3 monks
will show up to help.

If through any means the party can communicate with
the monks – they will share with very brief sentences
that they are on a mission to find inner peace.

CALL OF THE WINTER WOLF

From the distance a Winter Wolf howling can be heard.
For 1d4 hours after the howl, nature’s sounds will be
silenced – and any perception checks reliant on hearing
will have advantage.

THE SHINING CREVICE

Looking down into a 2 feet wide crack, players can see a
slight shine – with a DC 16 Perception check they can
identify that the shining is like the hue of gold – and it
seems to be about 60 feet below ground in this thin
crevice.

Players deciding to try exploring need to pass a
relevant skill check to descend – avoiding the sharp ice
edges and the slippery ice walls – upon failure falling to
the depths.

On the bottom of the crevice multiple skeletons and a
large pile of frozen coins can be found – the remains of a
long-forgotten dragon hoard.

How to unfreeze the coins? How to lift them 60 feet?
You can decide based on your players creativity how
much reward you will give them.

HARD SNOWFALL

The weather turns dangerous – snowfall limits the
visibility to 10 feet – Vision based Perception checks
above 30 feet automatically fail, and below they have
disadvantage.

Any clever use of magic may help the party negate or
lower the adverse effect of the snowfall.

FEATHER FALLER

Walking up on a steep mountain face players can see a
figure flailing their arms, slowly falling – about 20 feet
from the mountain.

The figure has Feather Fall cast on them from a
magical ring they are wearing. (The ring can cast Feather
fall once per long rest.)

The figure (if saved by the party) will share that they
are a performance hiker – just wanting to climb the
mountain for fun – seemingly having little success…

37

SEA ENCOUNTERS clear, that the person does not know the dangers of the
open sea and is headed that way with their non
1d20 Event seaworthy vessel.
1 Merfolk Gambler
Upon questioning the person, they seem determined
2 The Friendly Whale to reach the other shore, but it also is immediately
visible that they have no idea what they are doing.
3 Abandoned Debris
The party may be able to convince the traveler to
4 The Lost Traveler change their plans – if not, the person will most likely
die on open sea.
5 Air Elemental
AIR ELEMENTAL
6 When Fish Fly
On the open sea a patch of water seems to be wavier than
7 A Green Lit Sea the surrounding environment. A DC12 Perception check
uncovers an Air Elemental playing with the waves.
8 Keep it Straight
If the party finds creative ways to entertain the
9 Sea Sickness elemental, it may decide to help boost their ship for the
upcoming day, travelling at twice the usual speed.
10 The Island that Isn’t
WHEN FISH FLY
11 A Patch of Ice
On an early morning right as the sun rises, the party may
12 A Patch of Algae hear sounds from their cabins akin to that of strong
rainfall.
13 Ship Immobilized
Investigating the cause, they will see masses of tiny
14 Reflection fish jumping out, soaring on their front wing like fins,
and dropping back into the water.
15 Hungry Dragon turtle
The small fish may try to get away from a predator, or
16 Illusory Fire their behavior may be related to any other event you
decide.
17 Cook Gone Sick
The fish are easy to catch, and they are considered a
18 Black Powder delicacy. Sailors on the ship will be very happy to have a
soup or stew made from the unexpected catch.
19 Song of the Sirens
A GREEN LIT SEA
20 The Crew’s Headache
A usual night only is interrupted by the sea being
MERFOLK GAMBLER unusually bright, taking on a green color. Investigating
– there seems to be no real identifiable light source –
A Merfolk swims near the ship and tries getting on the and when the water is lifted from the sea, it continues to
deck. It shows no aggressive intent, nor do they have any emit light. This phenomenon is caused by an invisible
weaponry. species of algae, that shines dim light after each sunset.

Once on the deck it pulls out a set of dice – and looks Players can decide to bottle up water – providing them
expectantly at anyone nearby. It wants to play and puts a light source for each upcoming evening. The light is
some shiny shells on the deck as bet. You can choose any dim and covers a 10-foot diameter.
game you like, the simplest being who rolls higher on
the die - wins. KEEP IT STRAIGHT

After playing a couple of rounds, and either taking the Strong winds try to derail the ship from its original
earnings or giving you the shells – the gambler bows course, prompting a skill challenge to make sure travel is
and jumps back in the water. uninterrupted.

THE FRIENDLY WHALE Through 3 skill challenge rounds a DC20 Strenght
check needs to be completed successfully by whoever is
A Killer Whale (without the attack) approaches the ship. at the help of the ship – otherwise the direction of travel
The party may not identify first that the creature has no changes, increasing travel time towards the destination.
ill intent, but after a short while they can see that it is
simply curious and swims along for a while. The party can help decrease the DC by creative actions
such as decreasing the effect of the wind through
With a successful DC14 Perception check they can see magical means, using their own strength to hold the
that the whale has large teeth marks on its fins – sails or any other idea they come up with. For each
indicating some sort of predator it managed to escape creative idea, subtract 2 from the helm DC check.
from…

ABANDONED DEBRIS

Out on the open sea from afar a nondescript chunk of
debris can be seen. Upon closer investigation players can
identify that it is the remains of a vessel – violently
destroyed by some external force or creature.

You as a DM can decide to give clues to your players
about what and how may have destroyed the ship –
giving them warning about the dangers the sea may hold
for them.

THE LOST TRAVELER

Close to a port, a small dingy may be found struggling
with the waves – with a single person rowing in it. It is

38

Each failure on the check results in 4 hours of added HUNGRY DRAGON TURTLE
travel time as the ship strays away from the planned
path. A small Dragon Turtle approaches the ship and starts
circling around. It will not attack immediately, but if it
SEA SICKNESS does not receive food, eventually it will take a bite out of
the hull, and leave the party deal with the leak, having
A rhythmic set of waves starts taking the toll on the been “fed” this way.
party.
If fed with at least 10 days’ worth of rations, the
You can warn them that they start to feel sick – and creature leaves, never to return to bother the
give them an opportunity to try mitigating the effects of adventurers.
sea sickness before it becomes apparent. Any idea that
helps clear the head or soothes the stomach will give an ILLUSORY FIRE
advantage on the saving throw (or give automatic
success). The ship’s sails seem to catch fire (the effect of a Minor
Illusion spell) as a fairy hidden and living in the cargo
Once players decided on how they plan to mitigate, ask bay gets tired of boredom and starts to spice things up a
them to make a DC14 Constitution Saving throw. Upon bit.
failure, they become seasick for 1 day.
Players can identify that the fire is not real, but every
Sea sickness gives them disadvantage on Dexterity once in a while the fairy may cause other nuisances –
saving throws, and upon using the Dash action while using Minor illusion or Prestidigitation to cause chaos.
seasick, players need to pass a DC12 Constitution saving Upon being found – they will thank for the fun times and
throw – Upon failure they fail to dash and will use the will say they can grant a wish.
time to puke instead.
The wish – if small and easy to materialize – will be
THE ISLAND THAT ISN’T granted instantly – if grandiose – nothing happens. You
as the DM decides where the limit is.
In the distance a small island can be seen on the horizon.
If the ship is steered in that direction, soon it will Regardless of the wish the fairy disappears.
become apparent that the island is a mirage, and it does
not get any closer. COOK GONE SICK

Time may be lost on this if the players do not try to The cook on the ship gets terribly sick. Through
perceive the distance they are from the island. questioning and investigating it seems that they have a
newly developed allergy to seafood. They can’t fulfil
A PATCH OF ICE their job anymore and now the party has to solve 2
things – who will cook for the rest of the journey? What
A thin sheet of ice will be visible on the sea ahead. It is to feed the allergic cook with?
not hindering the movement of the vessel, nor does it
cause damage. Upon investigation the party may find an BLACK POWDER
Ice Mephit that seems to be lost – and wanted to build a
lair out in the middle of nowhere – fighting the warmth The ship the party is travelling with seems to have a
of the water and the destructive force of the waves. hidden compartment which contains a large amount of
highly flammable and explosive black powder.
The mephit is desperate and is non hostile. It is willing
to join the players, and tag along until a suitable place Upon it being uncovered – the party needs to decide
for its lair may be found. how to approach this dangerous material.

The mephit may become an ally or friend to the Any aggressive encounter on sea may set the stocks
players if they help it find a new home. aflame…

A PATCH OF ALGAE SONG OF THE SIRENS

The water gets thick and dark green, and the ship seems Within a foggy patch of clear, silent waters the song of
to slow down as it enters a patch of algae. If no action is sirens may be heard – the effect of which may be
taken by the players, the ship eventually stops. negated with a DC18 Wisdom saving throw or imposing
on oneself the Deafened condition (either through magic
The algae layer covers the top of the sea and is only 5 or by obstructing hearing.
feet deep. If the water is stirred any way, the ship may be
able to resume movement. All members of the crew failing the save will want to
steer the ship to a rocky reef. Will the party be able to
If sensitive moving parts of the ship spend more than avoid the crash?
10 minutes standing still in the algae, they begin to stick
together, and become inoperable. THE CREW’S HEADACHE

SHIP IMMOBILIZED All of a sudden, a headache surges and impacts everyone
on the ship – like a wave of negative energy. The effect
Using with the random encounter “A Patch of Algae” fades in 1d4 hours and may signify a significant negative
above, the ship of the party may find a ship already event in your world.
immobilized and stuck in this liquid.

If they decide to stop and help, they risk being
immobilized themselves.

REFLECTION

A silent, windless day results in the reflection of the
party becoming unusually clearly visible in the water.

Looking at themselves, they see faces nearly as clearly
as in the mirror. You as the DM can call out some slight
changes in their appearance that they may not have
noticed beforehand.

39

UNDERDARK ENCOUNTERS DREAMING ABOUT THE SKY

1d20 Event A portion of the cavern walls is covered with crude
1 A Ray of Sunlight paintings about the sky and open horizons.

2 Draw the Drow Whoever painted these, has only a slight idea about
what the surface may look like.
3 Dreaming about the Sky
Players may eventually find a goblin who has a set of
4 The Forge Painters Supplies.

5 Unmanned Watch The Goblin may join the party if they promise to lead
them out of the darkness for it to see the sky – for real.
6 Lost Mining Expedition
THE FORGE
7 The Three Gates
The party stumbles upon a carved arch, and the remains
8 Spiral Staircase of a long inoperable forge. It seems crude, but around it
with a DC15 Investigation check they may find a +1
9 Daylight weapon of choice.

10 The Last Wish UNMANNED WATCH

11 The Amber Chamber At a passing near an underground river a crude wooden
watchtower is to be found. It is made from debris, and
12 Bet your Life on it from afar it is not clear if it is occupied.

13 Weeping Walls Getting closer though it will become apparent that the
watch has died long ago – their skeleton still laying on
14 Ahead of Her Time the top of the watch.

15 Changed Perceptions Next to them a set of torches, and a letter can be
found. The letter states “wait and watch until I
16 Gold Veins command otherwise”.

17 The Little Spider It seems that the command never came…

18 Petrified LOST MINING EXPEDITION

19 Forgotten Alchemy The party will start hearing muffled voices speaking in
common – desperate and angry.
20 Distant Whispers
Getting closer they will see 5 Commoners who have
A RAY OF SUNLIGHT mining gear and are severely lost. The miners will tell a
story that they were on a mission to find gold, but got
Through an opening – somehow, some way a ray of lost and have been wandering around for days – but you
sunlight shines through. It seems to attract bugs, and may decide if this story is true or not…
some plant life is around as well – that you may find on
the surface. If taken a long rest in this area, the players THE THREE GATES
will benefit from the effect in 4 hours – not having to
spend the full 8 hours on resting as usual. The party comes to an intersection – with 3 arched gates
leading to 3 different tunnels. 2 of the 3 gates lead to an
DRAW THE DROW illusion – where after a short while the party is
teleported back again to the 3 gates. Only one of the
A mute young male drow (Stat block of an Assassin) in gates leads forward – and after each time a wrong gate is
tattered clothes and scarred face comes towards chosen, the right gate’s location changes.
adventurers with a stack of papers and ink in hand. His
tongue is torn out, therefore he can’t utter any words, The place has magical aura to it, and a Detect Magic
but thrusts the paper and the ink to the players, and spell can identify the right gate to traverse – otherwise a
starts to stand in a mighty, heroic pose. large amount of time may be lost finding the way
through.
Players can identify that the drow wants them to draw
him. A DC12 Dexterity check or anything higher and he SPIRAL STAIRCASE
will be very pleased with the result.
In a small, cavernous opening the remains of a tower
If players show other drawings as well, the drow will may be found – with a near intact Spiral staircase
be enthralled. leading downwards.

He can talk through writing undercommon on papers If the party decides to enter, they descend about 100
and will be friendly and open to communicate their feet – and end up in a small laboratory. On the bottom of
thoughts this way if players drew him nicely. the staircase a pressure plate is located – that triggers a
rockfall above that will close the only exit to this
laboratory. The plate can be identified with a DC15
Investigation check, avoided with a DC10 Dexterity
check, disarmed with a DC15 Sleight of Hand check.

The laboratory houses 1d4 common potions, and 2
spell scrolls of your choice.

DAYLIGHT

Out of nowhere, a portion of the cave shines bright with
daylight – for it only to disappear again in 1 minute.

If the party decides to investigate, in a small socket on
the wall they may find a magical item – “Flash of

40

Daylight” which can be triggered once per long rest to not, you may decide to add to their travel time towards
emit daylight for 1 minute in a 60-foot radius. their destination or impose disadvantage om
Perception/Investigation checks.
THE LAST WISH
GOLD VEINS
A dying human male – a husk of a man may be found in
the depths – raising an arm and asking the party to carry The party stumbles upon untouched veins of gold.
out one last thing for them – burry them near their They can use this information to help out
hometown on the surface. Before any other questions
may be asked – the man passes away. No resurrecting or communities above the Underdark to gain riches or
healing magic works on them – anyone trying such may decide to keep the knowledge for themselves.
get suspicious. Passing a DC14 Insight check casters may
identify that this was not a real person – though the The amount of gold in these veins is enough for a full
remains of the body are real. town to grow into a large city.

If the wish of the dying is carried out, the party will THE LITTLE SPIDER
receive the favor of a god of the good alignment in your
world. A small spider drops gently on the shoulder of a party

THE AMBER CHAMBER member. It is friendly and uses small bites to

The party enters a pitch-dark chamber, where the walls communicate. The communication “style” of the spider
seem to be smoother than most.
is unknown to the party, but they can learn it through
Players with darkvision will not be able to identify the
color – deep red – of the walls, only if there is at least a experience or with spells to speak and understand
dim light source.
animals.
Players knowledgeable in jewelry will be able to
identify the color and material as amber – and the vast Spider action Intended meaning
amount here seems to be of massive value. Taking time
to mine some amber will risk exhaustion – and after 1 small bite The spider is hungry
leaving the chamber it will become apparent that the
material was an illusion – all that was harvested is Rapid tapping Danger nearby
worthless, heavy rocks.
One foot pulled along Something of interest is nearby
BET YOUR LIFE ON IT the skin repeatedly

A large stone door obstructs the way forward – with a 3 PETRIFIED
feet high stone pedestal in front of it.
In an underground temple a set of statues may be found
The pedestal has drawings on it – drawings of people – which if a player has already seen a Petrified person,
drawing blood through various fights. The top of the or by passing a DC16 Insight check will be identified as
pedestal houses a chalice, that can hold about 10 ounces petrified humanoids.
of blood.
There are plenty of them around – and if freed they
Only once filled, will the door open to allow passage. will not understand how they got there.

WEEPING WALLS The people are from a long-forgotten time, and if
allowed, they will try to start a new life on the surface,
A portion of the Underdark’s walls seems to seep water integrating into society.
that somehow disappears through the ground. The water
is salty, like tears. Whose tears are they? It depends on FORGOTTEN ALCHEMY
you.
The party may find asset of scribblings in a long-
AHEAD OF HER TIME forgotten language. Any magic that allows
understanding of written text, will uncover recipes of
The party finds a stainless-steel door – opening it is potions (choice is DM discretion)
possible through a button on the rock walls. Inside they
see a modern laboratory, with half dead electric lights, DISTANT WHISPERS
and modern equipment. Noone is to be found here – only
letters, and a journal – detailing inventions that mean Hard to hear sounds of whispers appear as the party
nothing for the party, and disappointment of the travels underground. To hear what they say a successful
inventions not being well received by the public. DC18 Perception check is needed.

Where is the inventor? What unusual items may the Upon success choose another party member – and ask
party find? It is up to you. them to share what they are thinking of. The thoughts
are the words that the succeeding player hears.
CHANGED PERCEPTIONS
The cause of this phenomenon is up to you to decide.
Looking down in a large crack, the party may see an
interconnected set of stone bridges, interlocking in a
chaotic, disorienting way.

They need to make a group DC12 Intelligence saving
throw – upon failure they identify that there is a very
high probability that they will get lost in this area. You as
a DM can give the information that they desperately feel
like they need to find a way to track where they are
going.

Give them time and decide if the ideas they come up
with are helpful enough to keep their course correct. If

41

NPC SETUP 10 Very good at juggling.
11 Has a great 6th sense for danger.
APPEARANCE 12 Always obeys the law and regulations.
13 Will always give presents to their friends.
1d20 Appearance 14 They love unconditionally and for life.
15 They can tell the weather in advance.
1 Long blonde hair, wide smile, bright blue eyes, and 16 They understand magic naturally.
average height. 17 They are experts at crafting mechanical things.
18 Whatever sport they try, they excel at.
2 Bald, brown eyes, dark skin, muscular figure 19 Expert at seafaring.
20 The best haggler there is.
3 Short black hair, blue eyes, and a scar on the side of
her face

4 Braided red hair, thrown to the side, freckled face,
radiant smile, tall figure

5 Long white hair, black eyes, thin lips, and frail figure.

6 Dark brown thick hair, brown eyes and skin. FLAWS

7 Straight red hair, stern green eyes, lean but muscular 1d20 Flaw
figure 1 Hates to open doors
2 Will lie to you at any chance they get
8 Greyish hair, blue eyes, slightly chubby physique 3 Thinks they can tell good jokes, but in reality – the
jokes are awful.
9 Purplish, glowing hair, long, straight face, thin lips and 4 Always sneezes when they lie
tight-fitting white dress. 5 Can’t control the volume of their speech
6 Is generous – beyond reason.
10 Large black hat, covering most of the face – short 7 Kleptomaniac and can’t help it.
figure, strong physique. 8 They are addicted to some sort of substance.
9 They can’t judge situations at all.
11 Wearing a white button up shirt, way too big. Loosely 10 They can’t behave normally in social situations.
braided reddish hair, careless half-smile. 11 Falls asleep every once in a while.
12 Gets angry without reason.
12 Scarred body, black hair, scarred forehead and one 13 They hate some people specifically – without reason.
eye missing. Wearing multiple weapons, looking 14 They can’t stand ugly clothes.
strong – piercing black eyes. 15 They can’t count or read.
16 To sleep they need complete silence.
13 Unkept, blonde hair tied to a bun – round, reddish 17 They can’t look at blood – they will faint.
face, full body, surprisingly smooth and quick 18 They can’t eat anything other than a specific
movements. vegetable.
19 Gluttony
14 Short brown hair, leather coat and trousers, thick, but 20 Anything they touch – breaks.
tightly pressed together lips and stern look.

15 Snow white hair, half long, half near bald. One brown,
one blue eye, white lips, androgenous form.

16 Thick coat, covering the full body, only 2 brown eyes
are visible and 2 mittens.

17 Deep dark skin, black, curly hair – radiant smile.

18 Caramel skin, piercing green eyes, missing one arm,
having prosthetics as one leg.

19 Unusually short, and small – thin, near transparent
hair, red lips and eyes.

20 A form that is near impossible to decipher – you look SECRETS
at them, and as you look away – you already forgot.

STRENGTHS 1d20 Secret
1 Made a deal with a devil
1d20 Strength 2 Killed their own parents
1 Honesty above all else. 3 Visits brothels every chance they get
2 Whatever they start, they succeed at. 4 Stole a very valuable artifact.
3 Can convince even the most stubborn of people. 5 Wanted in most big cities.
4 Knows a lot of languages. 6 They escaped hell – defied death.
5 Is instantly accepted by all animals. 7 Once they burned down a farm.
6 Military background – knows all about wars and 8 They are a doppelganger.
related equipment. 9 They sold their children to slavers.
7 The best cook you have ever met. 10 They ran away from home.
8 There is no sickness they can’t cure.
9 Has friends in every city and village.

42

CREDITS

Creator: Peter Kuna
Document Design Template: Simple Microsoft Word Template

by Laura Hirsbrunner
Maps: Created by Peter Kuna on Inkarnate Pro

https://inkarnate.com/
Cover image is from DMs Guild Creator Resource - Eberron
Heroes & Villains Art Pack - Dungeon Masters Guild | DMG
Creator Resources | Dungeon Masters Guild
Additional information
All art and content within this adventure was created by Peter
Kuna and only serves the purpose of you having fun within your
tabletop adventures.
If you are interested in finding more resources like this, check
out the following site:

https://peter.kuna.hu/index.php/peters-maps/
If you like the content and wish to contribute to creation of
similar adventures, buy me a coffee here:

Paypal Donation link
If you would like to receive access to the adventure through
Roll20 in a digital format – ready to run – or if you have
questions and requests, drop me a note on:

peter@kuna.hu

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Peter Kuna and published under the Community Content Agreement for Dungeon Masters Guild.

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