2 TABLE OF CONTENTS Table of Contents ...................................2 Introduction ...........................................3 Overview............................................ 3 The structure ....................................3 How to use.........................................3 Browse randomly........................... 3 Find an encounter category........ 3 Select randomly.............................. 3 Creator’s note...................................3 Encounters – Short Description ..........4 Badlands............................................4 City.....................................................4 Desert ................................................5 Dream ................................................5 Forest.................................................6 Grassland ..........................................6 Marshland.........................................7 Mountain ..........................................7 Sea......................................................8 Underdark .........................................8 Encounters – Detailed Description .....9 Badlands Encounters.......................9 Bird Nest Surprise..........................9 Unexpected Greenery ...................9 Friendly Goats.................................9 Tumbleweed Migration................9 Colors of Danger........................... 10 The Lost Trader ............................ 10 Ravens’ Path.................................. 10 Hard Rain........................................ 10 Groundhog Day............................. 10 Rock Formation............................ 10 Abandoned Temple ..................... 10 Lone Mephit.................................... 11 The Roc’s Feather ......................... 11 Trip and Laugh .............................. 11 The Crossroads .............................. 11 Curious Stones ............................... 11 The Wildflower .............................. 11 The Hermit...................................... 11 Footsteps ......................................... 11 Sight of Beauty............................... 11 City Encounters .............................. 12 Innkeeper’s Daughter................. 12 Those Curious Cats...................... 12 Progress .......................................... 12 Restoring Old Memories ............ 12 Caught up in a Wedding............. 13 A Kid’s Fortune ............................. 13 Released from War ...................... 13 Street Magician............................. 13 An Amulet Found ......................... 13 A Generous Noble......................... 13 Those Pesky Racoons! ................ 14 Riverside Memories .................... 14 An Honest Thief............................ 14 Blessing of the Gods.................... 14 Helping your Elders .................... 14 A New Business............................. 14 The Cloak........................................ 15 Sparrow’s Dinner ......................... 15 A Proud Mother ............................ 15 Lighting up the Town ................. 15 Desert Encounters ......................... 16 Talking Mirage.............................. 16 Water Trader ................................. 16 Spider Roll...................................... 16 Oasis................................................. 16 Sandcastle in Nowhere............... 16 Dunesailor ...................................... 16 Travelling Rocks........................... 17 Dry Riverbed.................................. 17 Salt Deposits.................................. 17 Tired Stork ..................................... 17 Nighttime Symphony ................. 17 Blocked Canal................................ 17 Sandstone Basin........................... 17 Fairy Circles ................................... 17 Flowering Cacti............................. 18 Planar Traveler ............................. 18 Protective Snakes......................... 18 Glowing Sand ................................ 18 Abandoned Campsite.................. 18 Seagulls........................................... 18 Dream Encounters .........................19 The All-Seeing Eye...................... 19 A Memory Changed..................... 19 Fighting Yourself ......................... 19 Songs of Nature ............................ 19 A Void Filled................................... 19 Swimming in Ale..........................20 Enchanter of Minds.....................20 A Locked Idea ................................20 The Endless Hall ..........................20 Attic...................................................21 The Fire Burning Within.............21 The Group of Shadows ................21 Your Mind’s Garden.....................21 Feather Fall.....................................21 Visions of Hell................................21 The Day but Different ..................21 Lucid Dreaming............................22 Enlarge & Reduce .........................22 Bird’s Perspective........................22 Darkness.........................................22 Forest Encounters ..........................23 The Talking Tree..........................23 Pixie’s conclave............................23 Tired Woodcutters.......................23 Forest Watchtower ......................24 Colorful Mushrooms...................24 Children’s Playground ...............24 Weird Woodpecker ......................24 Circle of Ferns ...............................24 The Lone Cub.................................24 Treehouse.......................................24 The Hidden Spring ......................25 Dark Friend....................................25 Stuck Arrow ...................................25 Thick Moss.....................................25 Curious Squirrels .........................25 Reckless Hunters .........................25 Hidden Chapel ..............................25 The Smell of a Bear......................26 Abandoned Camp.........................26 Autumn Comes Early ..................26 Grassland Encounters................... 27 The Shy Goblin .............................27 Rabbit Family................................27 Runic Circle....................................27 Old Ruins ........................................27 Territory of the Lioness .............28 Statue of Memories .....................28 Earthly Remains...........................28 The Scrollcase ...............................28 The Archeologist ..........................28 Wildfire ...........................................28 Till the Sun Comes Up ................28 Firefly Dance .................................29 Harmless Undead.........................29 The Splitting Grass......................29 Lone Tree........................................29 The Three Brothers .....................29 A Dog’s Meal..................................29 A 20-sided mystery.....................29 Bison Herd .....................................29 Cold Winds .....................................30 Marshland Encounters .................. 31 Mimic My Sound ...........................31 Jade Totem......................................31 A Positive Hag................................31 These Gasses Don’t Smell..........31 The Sweet Fruit .............................31 The Fisherman’s Catch..............32 The Turtle Trader ........................32 Trapped Crocodile .......................32 The Fortune Teller.......................32 Butterfly Dance.............................32 The Scrying Pond.........................32 Feeding Kingfisher......................32 The Traveling Merchant ............ 33 The Liar........................................... 33 Moonshiners’ Den....................... 33 All That Copper Gone.................. 33 Kenku Village ................................ 34 Rainfall ........................................... 34 Fierce but Small ........................... 34 Roadbuilders ................................. 34 Mountain Encounters ................... 35 The Curious Giant........................ 35 Dwarven Miners........................... 35 Hoard of the Young Dragon...... 35 The Broken Bridge ...................... 35 The Roc’s Nest .............................. 35 Rockfall........................................... 35 A Cup of Tea................................... 35 Thin Air...........................................36 Above the Clouds .........................36 Mirror Ice .......................................36 Warm Hearts.................................36 The Broken Railroad...................36 An Armed Trap .............................36 The Gatherer .................................36 Mindful Monks............................. 37 Call of the Winter Wolf .............. 37 The Shining Crevice.................... 37 Hard Snowfall............................... 37 Feather Faller................................ 37 Frozen in Ice.................................. 37 Sea Encounters............................... 38 Merfolk Gambler.......................... 38 The Friendly Whale..................... 38 Abandoned Debris ....................... 38 The Lost Traveler ........................ 38 Air Elemental................................ 38 When Fish Fly ............................... 38 A Green Lit Sea ............................. 38 Keep it Straight ............................ 38 Sea Sickness ..................................39 The Island that Isn’t ...................39 A Patch of Ice ................................39 A Patch of Algae ...........................39 Ship Immobilized ........................39 Reflection.......................................39 Hungry Dragon turtle.................39 Illusory Fire...................................39 Cook Gone Sick.............................39 Black Powder ................................39 Song of the Sirens........................39 The Crew’s Headache.................39 Underdark Encounters..................40 A Ray of Sunlight .........................40 Draw the Drow..............................40 Dreaming about the Sky ............40 The Forge .......................................40 Unmanned Watch........................40 Lost Mining Expedition.............40 The Three Gates ...........................40 Spiral Staircase.............................40 Daylight ..........................................40 The Last Wish ................................41 The Amber Chamber....................41 Bet your Life on it .........................41 Weeping Walls...............................41 Ahead of Her Time .......................41 Changed Perceptions...................41 Gold Veins .......................................41 The Little Spider ...........................41 Petrified...........................................41 Forgotten Alchemy ......................41 Distant Whispers ..........................41 NPC Setup .............................................42 Appearance....................................42 Strengths........................................42 Flaws................................................42 Secrets.............................................42 Credits ...................................................43
3 INTRODUCTION OVERVIEW his supplement contains a total of 200 unique encounters, focusing on social interactions with NPCs, deepening role play experience within the party, engaging with environmental effects, solving skill challenges, and meeting interesting creatures. This is not your usual “roll 1d4 Wolves and 1d6 bandits” encounter list! The encounters are aimed to be resolved peacefully, and to provide a light-hearted, friendly time among all the dangers the adventurers face. They contain the setting, description, some dialog, and backstory options – and multiple potential ways of resolution. Some are magical, some are mundane – but they all fit a D&D 5th Edition fantasy campaign setting. THE STRUCTURE The publication contains encounters for 10 distinct environments. The beginning of the book has itemized lists, to help you navigate and hand pick stuff you like. After the lists, the detailed descriptions can be found split to chapters in line with the 10 environments in the book. In the end of the book, you find the NPC setup blocks to support the encounters wherever an NPC needs to be rolled up. Chapters start with a 1d20 random encounter – optional for you to use. Some of the encounters are simple and may last no longer than a minute, while others may ignite a whole side quest, and require your thoughts to come alive. Each encounter holds all needed background information within, the only external resources you need are the Monster Manual, Player’s Handbook and Dungeon Masters Guide – which are used to reference stat blocks of the creatures, mundane or magical items that may be used within the encounter. Such references are marked with bold in-line text. Aside of these resources, standard rules will be referenced too for ability checks, saving throws and the like. HOW TO USE If you decided to buy this book, I think you can figure it out without this chapter, but hey, sometimes ideas come in handy regardless! BROWSE RANDOMLY Gather ideas, read through the “Short Descriptions” chapter or the full scenarios under “Detailed Descriptions” in this book and build your own story. You are the DM, you do what you want as long as you are having fun! FIND AN ENCOUNTER CATEGORY • Look at the “Short Descriptions” and identify your environment of interest. • Browse through the second column of the tables, and find out which category of encounters are you looking for? This book has ideas covering the following: o Nature: An effect of nature, a landmark or a happening that is first and foremost meant to be observed – with options for players to partake or modify outcomes. o Hook: The start of a potential story with NPCs and secrets involved. While the ideas may already be half-baked, you will need to do some work on these to embed them in your world. o Creature: Meeting a creature that may look interesting, act unexpectedly, or hold interesting secrets. o Skill: A skill challenge relevant to the environment the players travel through. o NPC: A person of interest with their backstory, quirks, and specifics. o Loot: An item that may be hard to get or identify – but one that can yield interesting benefits or even bring great value to the players. SELECT RANDOMLY • Select an environment and find the related 20 encounters with short descriptions in the following chapter. • Navigate to the “Detailed Descriptions” and roll a d20 for a random selection for your preferred environment. • Navigate to the full description and get familiar with the encounter concept. Review and roll up NPCs (if included) – using the Appearance, Strength, Flaw and Secrets Tables. • Review related stat blocks and items from the official books – Prepare for any unexpected things your players may pull during the encounter. • Some encounters may need you to add flavor – embedding them into your version of the lore. CREATOR’S NOTE This is a long book – and has a wide variety of ideas inside – but it does not align with the idea of a combat focused D&D session. I personally believe that while fights and loot are good, not all encounters need to have a reward to them – sometimes players are expected to engage in altruistic ways or just observe the happenings around them. I cherish any and all involved role play discussions throughout the sessions I am running and this publication is set up in a way that fosters inclusion, positivity, sometimes a bit of a thrilling experience, and non-aggressive interactions, while exploring a story – together. NPC gender and flavor in multiple cases remains to be determined by you, the encounters may provide a 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. T
4 ENCOUNTERS – SHORT DESCRIPTION BADLANDS 1d20 Category Event Description 1 Hook Bird Nest Surprise A colorful bird drops a shiny ring before flying to its nest in a rocky wall. 2 Hook Unexpected Greenery Players find a lush garden – out of place in these dusty, rocky, and dry badlands. 3 Creature Friendly Goats A pack of mountain goats decide to accompany the players on a part of their journey/ 4 Skill Tumbleweed Migration Tumbleweeds appear and roll swiftly through the landscape, containing some items within. 5 Creature Colors of Danger Players find a small gecko, capable of changing its color, and warn players of dangers. 6 NPC The Lost Trader A trader lost in a dust storm – grateful for any help to find civilization. 7 Creature Ravens’ Path Ravens circle above, trying to lead the party to a respite in these hostile lands. 8 Nature Hard Rain A heavy rainfall colors the badlands green with vegetation– almost instantly after it starts. 9 Creature Groundhog Day Pesky groundhogs try to steal the players’ items but give other treasures in return. 10 Nature Rock Formation A large rock balancing on a flat base – is about to trip and fall to the ground. 11 Nature Abandoned Temple 4 enchanted stone columns with inscriptions – each providing a temporary resistance. 12 Creature Lone Mephit A lost soul follows players and gets excited if they find its remains in a nearby crevice. 13 Creature The Roc’s Feather A large bird leaves an extremely large feather behind. 14 Nature Trip and Laugh A player falls and gets red powder smeared all over their equipment and body. 15 Nature The Crossroads A sign, showing two directions and a thieves’ cant message of treasure. 16 Item Curious Stones 4 small stones, capable to be enchanted into magical items. 17 Nature The Wildflower A little green flowering plant against all odds is growing strong between two rocks 18 NPC The Hermit An alchemist living alone in the badlands, greeting guests, and helping them. 19 Nature Footsteps The signs of a large crowd are visible in the dust and then suddenly disappear. 20 Nature Sight of Beauty A great view of the canyon ahead. CITY 1d20 Category Event Description 1 Hook Innkeeper’s Daughter The innkeeper’s daughter loves the tanner’s son, but their love is forbidden. 2 Creature Those Curious Cats Cautious cats look at the players from the distance, curious, but not trusting. 3 Hook Progress A young man in tears, grasping a rusty key. He has just bought a home for himself. 4 Hook Restoring Old Memories A beggar asking for a coin and sharing his half-forgotten stories. 5 Hook Caught up in a Wedding A wedding party catches the players and drags them along to celebrate. 6 NPC A Kid’s Fortune A kid will propose to tell your fortunes – in return for some sweets. 7 NPC Released from War An armored war veteran looking to reunite with his wife. 8 NPC Street Magician A lady is performing magic tricks, with some arcane essence. She has greater goals though. 9 Hook An Amulet Found An amulet is hanging from a sewer grate. Its owner was dragged down to the depths. 10 NPC A Generous Noble A well-dressed noble asks the party to help hand out wealth to the poor of the city. 11 Creature Those Pesky Racoons! A barrel of raccoons will try to find and steal all food on unsuspecting players. 12 Nature Riverside Memories A reflection in the river reminds players of old memories – helpful in their current dealings. 13 NPC An Honest Thief A man of regret – sitting and drinking the pain away on the side of the road. 14 Nature Blessing of the Gods A blessed moment fills the players with power. 15 NPC Helping your Elders An old woman struggles to take her wares to the nearby market. 16 Hook A New Business A tiefling lady will try convincing you to spread the word about a new drink she is brewing 17 Loot The Cloak A mysterious mage hands a patched cloak to the players and then disappears wordlessly. 18 Nature Sparrow’s Dinner Feeding sparrows lead players to an abandoned alchemy laboratory. 19 NPC A Proud Mother A lady handing out jars of fruit jam, celebrating her daughter’s success. 20 NPC Lighting up the Town A worker replacing torches greets the players in the night, happy to chat and make friends.
5 DESERT 1d20 Category Event Description 1 Nature Talking Mirage An ethereal figure, out of reach – giving useful advice. 2 NPC Water Trader A gambler willing to risk their wares for a good game. 3 Skill Spider Roll The small inhabitants of the dunes may uncover a treacherous path ahead. 4 Nature Oasis A respite, that has been found by others before as well. 5 Loot Sandcastle in Nowhere A magical, ever-present sandcastle. 6 NPC Dunesailor An unusual sport – and an expert who likes to challenge the elements. 7 Hook Traveling Rocks A cursed family – forever deemed to move at an impossibly slow pace, to change their fate. 8 Nature Dry Riverbed The remains of a river and its inhabitants – still trying to hold on to the last breath 9 Nature Salt Deposits A natural phenomenon making it hard to hide – or find drinkable water. 10 Creature Tired Stork A bird in dire need of rest, water and help to reach its destination. 11 Nature Nighttime Symphony The memories and ghosts of the past host a nighttime celebration around the resting party. 12 Hook Blocked Canal A stream of water – split in the middle by some sort of magic. 13 Nature Sandstone Basin A slightly shady looking bath – that freezes during the night and hides toxic effects. 14 NPC Fairy Circles A determined fairy trying to grow gold – not wishing to be interrupted. 15 Nature Flowering Cacti The wonder of nature, that may be harvested for the good of the travelers. 16 NPC Planar Traveler The party meets a visitor through planes who seems... slightly confused. 17 Nature Protective Snakes The poisonous inhabitants grow fond of the adventurers for a while. 18 Loot Glowing Sand Sand may not always be what it seems – sometimes it is alive and may be taken with you. 19 Nature Abandoned Campsite Take what you need, give what you can. 20 Nature Seagulls A seagull seems to be in trouble – it may not last long without help. DREAM 1d20 Category Event Description 1 Hook The All-Seeing Eye A vision, that allows insight to those who select the right place and the right time. 2 Hook A Memory Changed An opportunity, to get a second chance in life. 3 Hook Fighting Yourself Preparation for an inevitable – and a warning through your reflections. 4 Skill Songs of Nature A touch of nature may enable players to increase their harmony and harness its powers. 5 Skill A Void Filled Whoever fails to resist the pull of the void, may be the target of greater evil for the future. 6 Skill Swimming in Ale Swimming is great, but surviving is even better. Can the party get out of the ale sea? 7 NPC Enchanter of Minds A player’s mind may be strengthened – if they understand the enchanter’s intent. 8 Skill A Locked Idea Chests in the mind of a player hold an important campaign secret. Will they open in time? 9 Skill The Endless Hall A memory locked away at the end of an endless hallway. Find a way to get to the door! 10 Nature Attic Childhood memories uncovered together in a dusty attic. 11 Nature The Fire Burning Within Selfless sacrifice to fuel your own flame gives a long-lasting benefit. 12 Skill The Group of Shadows Sticking together, creating light to defeat an undefeatable enemy. 13 Skill Your Mind’s Garden Tending to plants that resemble parts of your personality – be careful with your approach! 14 Nature Feather Fall A peaceful fall results in a peaceful rest. Your mind decides how you wake up! 15 Nature Visions of Hell An image of hell – and some standing strong against it. Is this real, or is this a metaphor? 16 Nature The Day but Different A second chance in recognizing details that may have been missed during the day. 17 Nature Lucid Dreaming The feeling of helplessness may bring peaceful or terrifying experiences. 18 Skill Enlarge & Reduce Fighting your larger self requires willpower and wisdom. 19 Hook Bird’s Perspective Flying through the world to see notable events unfold. 20 Hook Darkness Instilling a sense of urgency.
6 FOREST 1d20 Category Event Description 1 NPC The Talking Tree An unexpected friend in the depths of the forest. 2 Hook Pixie Conclave The politics of a hidden village get exposed – and the party may help resolve conflicts. 3 NPC Tired Woodcutters Exchanging information for help with honest workers in the woods. 4 NPC Forest Watchtower A paranoid trap master, and his home opens up to the adventurers. 5 Nature Colorful Mushrooms Eating unknown mushrooms and finding out their effects can be fun! 6 Nature Children’s Playground A secret spot for a nearby village’s smallest inhabitants. 7 Nature Weird Woodpecker Sometimes birds get scared by their own actions – and give the party things to investigate 8 Loot Circle of Ferns A ceremonial looking clearing in the middle of a forest. 9 Creature The Lone Cub A lost bear cub is looking for its family and wants to have some fun along the way. 10 Nature Treehouse A hidden writer’s respite – home to a disappointed artist. 11 Nature The Hidden Spring Hard to find springs may yield worthy benefits. 12 Creature Dark Friend A content panther gives a scare to the party – and then goes to sleep. 13 Loot Stuck Arrow A mundane looking arrow upon investigation uncovers its true value. 14 Loot Thick Moss An unusual plant grows above and under the ground, through the power of a lost artifact. 15 Creature Curious Squirrels Helpful rodents accompany the party if they find them friendly enough. 16 NPC Reckless Hunters A stray arrow endangers the party – coming from a reckless couple. They are very sorry… 17 Nature Hidden Chapel The shrine of love - hidden in the forest. 18 Creature The Smell of a Bear A gassy bear alerts the party – can the party help it though? 19 Nature Abandoned Camp A ravaged campsite – did the campers escape? 20 Hook Autumn Comes Early Leaves change color within a couple of seconds – signaling significant change. GRASSLAND 1d20 Category Event Description 1 NPC The Shy Goblin A fragile creature hiding in the grass – looking for friends. 2 Creature Rabbit Family The local rabbit population is out of hand – and hard to catch! 3 Hook Runic Circle A powerful magical effect holds a magical artifact. Will you be able to take it? 4 Loot Old Ruins Under long forgotten debris items may be found with unforeseen benefits and drawbacks 5 Creature Territory of the Lioness A wounded lioness is fiercely protecting her territory. 6 Nature Statue of Memories A magical statue helps players with something they knew already – but have forgotten. 7 Hook Earthly Remains A fresh corpse lies out in the grass – someone may be waiting for them at home… 8 Loot The Scrollcase An abandoned wagon with a hidden compartment. 9 NPC The Archeologist A fanatic – digging for artifacts of the past. 10 Skill Wildfire The dry grass catches fire easily, and players need to act quick to save themselves. 11 Hook Till the Sun Comes Up An unsettling omen, or magical effect causes an early and dark night. 12 Creature Firefly Dance Little shining bugs are the wonder of nature – do you want to catch them? 13 Hook Harmless Undead 2 reanimated husks drag themselves on the ground – the victims of a recent slaughter. 14 Nature The Splitting Grass A bored deity is drawing paths with their invisible fingers in the tall grass. 15 Nature Lone Tree A single tree serving as a landmark, and a potential source of information. 16 Hook The Three Brothers Three unusual figures, with unusual goals - doppelgangers trying to integrate to society. 17 Creature A Dog’s Meal A dog close to giving up – weak in form, but still fierce in mind. 18 Nature A 20-sided mystery A d20 from behind the 4th wall – the source of potential benefits for the party. 19 Skill Bison Herd A bison herd trampling in the direction of the party – near unstoppable. 20 Skill Cold Winds Unexpected weather changes may catch unprepared party member off guard.
7 MARSHLAND 1d20 Category Event Description 1 Hook Mimic My Sound A very talkative bird repeats the party’s discussions – and things it overheard before. 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 NPC The Curious Giant A giant, who wants to learn and is awestruck by anything mechanical or magical. 2 Hook Dwarven Miners A set of renegades trying to steal a large amount of gold. 3 NPC Hoard of the Young Dragon A poorly hidden dragon hoard and its inhabitant asking for advice to get better. 4 Skill The Broken Bridge Passing this crevice is hard – will the players decide to fix the bridge? 5 Skill The Roc’s Nest A large egg and other knickknacks may be found in this nest. Will the Roc come home? 6 Skill Rockfall An unstable mountain face falls out of control, giving little time for preparation. 7 NPC A Cup of Tea A small hideout and an unexpected drink presented to you by a mountain druid. 8 Skill Thin Air A sudden lack of oxygen will test the players’ constitution. 9 Nature Above the Clouds The sight of clear skies and the clouds below instill peace in the minds of the players. 10 Nature Mirror Ice An unusually smooth, flat ice surface blocks the movement up or downwards. 11 Nature Warm Hearts Long term cold exposure has its detrimental effects on all – kindness may help. 12 Loot The Broken Railroad Remains of broken rails and an overturned wagon hold some treasure. 13 NPC An Armed Trap A bear hunter with random trivia, and dangerous toys. 14 NPC The Gatherer A foreigner, now gathering herbs and living peacefully in a nearby village. 15 NPC Mindful Monks 3 disciplined fighters on the path to find inner peace. 16 Creature Call of the Winter Wolf A howl makes the mountain range fall silent. 17 Skill The Shining Crevice A hidden treasure hoard – hard to get to and hard to unearth. 18 Nature Hard Snowfall A sudden snowfall effects visibility. 19 NPC Feather Faller An ambitious rock climber, seemingly not finding success – but having 1 fallback plan. 20 Loot Frozen in Ice An item frozen deep beneath a flat ice surface.
8 SEA 1d20 Category Event Description 1 Creature Merfolk Gambler A half-fish half-person figure approaches the crew, wanting to play and gamble for shells. 2 Creature The Friendly Whale A peaceful whale, bearing marks of a large predator swims along the ship. 3 Nature Abandoned Debris A violently destroyed vessel – what may have caused its fate? 4 NPC The Lost Traveler An impulsive, ambitious but reckless traveler out on the open sea. 5 Creature Air Elemental A bored elemental, looking to play and be amused. 6 Creature When Fish Fly Early morning “rain” of soaring fish – may be an omen, may just be a natural phenomenon. 7 Nature A Green Lit Sea Glowing water – harmless but interesting to travel through. 8 Skill Keep it Straight Strong winds require everybody to work together and take a role on the ship. 9 Skill Sea Sickness Rhythmic waves are not good for the stomach – try staying in top shape! 10 Nature The Island that Isn’t A mirage to pursue – if players are not perceptive enough. 11 Creature A Patch of Ice The “den” of an ice mephit – looking to get established, and fighting with the elements. 12 Nature A Patch of Algae A corrosive and thick alga that may be the end of any ship getting stuck inside. 13 Nature Ship Immobilized A ship which fell victim of the thick alga – will you stop to help? 14 Nature Reflection The mirror like sea may show you changes formerly unrecognized. 15 Creature Hungry Dragon turtle Will the party be able to satisfy the hunger of this fierce creature? 16 Creature Illusory Fire A fairy hiding on the ship is causing chaos with harmless sensory effects. 17 Nature Cook Gone Sick The ship cook is unable to work – will someone take the job? 18 Nature Black Powder The ship has a large amount of hidden, flammable black powder in its hull. 19 Skill Song of the Sirens Keep your sanity and steer the ship away from the menacing songs. 20 Hook The Crew’s Headache A headache – an omen. What does it signify? UNDERDARK 1d20 Category Event Description 1 Nature A Ray of Sunlight The beauty of nature makes you feel rested more quickly. 2 NPC Draw the Drow A mute figure asks you to paint them – if it goes well, they may share information. 3 NPC Dreaming about the Sky A shy figure draws crude pictures of forests, and the world above. They have a dream… 4 Loot The Forge An abandoned underground forge, with some useful items left behind. 5 Nature Unmanned Watch A watchtower – with the remains of a guard long past – and a letter in their hands. 6 Hook Lost Mining Expedition A set of miners – seemingly lost – will you believe their story? 7 Skill The Three Gates A magical hindrance results in a 1 in a 3 chance to choose the right path forward. 8 Nature Spiral Staircase A hidden laboratory with some leftovers from the scientist. 9 Loot Daylight Unexpected shining of light – disappearing as quickly as it appeared. 10 Hook The Last Wish The party overhears the last words of a dying person – will they carry out their wish? 11 Nature The Amber Chamber A chamber that looks like its walls are made from valuable precious stones. 12 Nature Bet your Life on it A pedestal filled with blood – will open the way forward. 13 Hook Weeping Walls Tears pour from walls and disappear in the ground – who do they belong to? 14 Nature Ahead of Her Time A modern looking laboratory with electric lights – something the party has never seen. 15 Skill Changed Perceptions A disorienting area may hinder travel in the Underdark. 16 Nature Gold Veins A full fortune, waiting to be mined and brought to the surface. 17 Creature The Little Spider A little friend who can give you simple messages. 18 Hook Petrified Statues – petrified people of a long-forgotten time – doomed to be forgotten in a temple. 19 Loot Forgotten Alchemy A forgotten recipe, written in a weird language. 20 Nature Distant Whispers You can hear thoughts of your friends if you are perceptive enough.
9 ENCOUNTERS – DETAILED DESCRIPTION BADLANDS ENCOUNTERS 1d20 Event 1 Bird Nest Surprise 2 Unexpected Greenery 3 Friendly Goats 4 Tumbleweed Migration 5 Colors of Danger 6 The Lost Trader 7 Ravens’ Path 8 Hard Rain 9 Groundhog Day 10 Rock Formation 11 Abandoned Temple 12 Lone Mephit 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 A small, blue-yellow bird (stat block of an Owl) flies into a nest in a rocky outcropping. She carries something shiny in her beak – but drops it just before entering the hole. The item is a small gold ring, with the initials (V. S.) Engraved on its inside. It has a small diamond in it, a DC16 Perception check will identify that its cut is special, unusual. It belongs to a trader, who lost it on the road through the badlands. Players can decide to sell the ring for 50 GP or try and find its owner. Showing the ring to someone adept at jewelry they will point the party to the person known for the special cut, who in turn can share the information about the owner’s whereabouts. If the ring is returned, the players will be rewarded with 3000 gold pieces – as it is of great sentimental value to its owner. The bird’s nest is 4 feet deep and inside the party can see some more shiny items. Upon getting them, they can find 1d10 gold pieces and 1d10 silver pieces. UNEXPECTED GREENERY A small part of the otherwise dry foliage is lush green and is bustling with all kinds of living organisms. The looks out of place. Passing a DC12 Perception check, players can identify that this is a cultivated garden, with the vines, flowers and plants being kept neat, well-watered and orderly. Taking any plants or flowers or staying here for more than a day will trigger the owner’s appearance. The garden belongs to a cursed elf – who is forever bound to be a Water Elemental. The elemental is hiding in a crevice between rocks nearby, players can find it with a DC20 Investigation check. It is not inherently hostile – and will not attack, rather try to snatch any torn pieces of foliage from the players hands and place them back in its garden. The loving relationship of the elemental towards the plants can be identified with a DC12 Insight Check. Players can end the curse and shift the elf back to their original form, with the Remove Curse spell. Upon the shift the elf will share their story and ask players to escort them to a nearby settlement. FRIENDLY GOATS From a small dry hill 4 goats look down at the adventurers – their sound filling the air. They follow and ask for food – letting them be milked in exchange. The goats are visibly wild, unkept, hooves and fur dirty and overgrown. Their loud sound will make it impossible for the party to sneak while the goats are around. A DC12 Insight or Animal Handling check will identify that they are hungry. Upon being fed (rations or any plant-based material) they will close in and act friendly 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. TUMBLEWEED MIGRATION From a hillside suddenly hundreds of small spheres – tumbleweed – start rolling towards the party, harmlessly, but providing a once-in-a-lifetime experience. Some have useful items entangled in them too. 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
10 are more successes than failures, the party manages to catch a bog of tumbleweed. When the first time the group check fails, the tumbleweeds pass, and there is nothing left to catch. The below items can be found in the caught tumbleweeds. Tumbleweed Item First Hempen Rope (50 Feet) Second A silver necklace (20GP) Third A Periapt of Wound Closure (DMG 184) Fourth A small living mouse (Stat block of a Rat) Fifth A third level Spell Scroll Sixth A diamond worth 500 GP COLORS OF DANGER The layered sediment reveals a particularly light area, with a small skeleton in it. It is intact and looks like the skeleton of a rodent. From the eye socket a small gecko peak out at the players. The Gecko has 1 HP and an AC of 12. It does not have combat stats and is friendly to the adventurers and has no purpose other than to be a friendly little companion. It eats insects and can be taught tricks with the help of food and Animal Handling checks. It changes color – and its coloration resembles the level of danger the party is in. Color Danger level White No danger at all around Yellow Slight danger, tense atmosphere Red Near immediate danger, hostile atmosphere Red with black spots Immediate danger THE LOST TRADER Outside, in the middle of nowhere the party can find a cart -with a trader (stat block of a Commoner) and two thirsty horses (stat block of a Draft Horse). They are all visibly happy that they see a living creature and ask for help to find the way to the nearest village. The trader is an honest person, lost in a dust storm – and not finding the path again. They are running low on resources (food and water) and are grateful for any help. In return they will give the party items for free from the Adventuring Gear table (PHB 150) in the maximum value of 50 GP. RAVENS’ PATH A flock of small Ravens circle in the air above the players once, and then leaves – looking back at them occasionally. In case the party decides to follow them, they will lead to a respite with drinkable water and a place to sleep. If the party does not immediately follow, the ravens return 1d4-1 times, and fly off again into the same direction. A DC14 Insight Check can identify that they want the players to follow. HARD RAIN The otherwise dry weather and the blue sky give way to what seems to be a wall of water. A heavy rain that almost instantly puts the badlands to a bloom, with small green plants hurriedly growing from the ground, taking advantage of the surplus of water. This encounter is rather to represent the beauty of nature. The party can use the rain to refill their waterskins, they can gather flowers, and some edible ferns to help with their rations. After the rain, within 1d8+4 hours the land and the ferns dry out again. GROUNDHOG DAY A set of groundhogs (stat block of a Rat) appear from their holes in the ground. They will follow the party and upon possibility try to steal some of their mundane items, at the same time placing at the front of their feet other items – stolen from other adventurers. Items of their interest include anything that is not stored within backpacks – such as ropes, belts, necklaces, hats. The players can avoid being stolen from with a DC12 Dexterity saving throw. Even on a successful save the groundhogs will bring another mundane item worth less than 5 GP from the Adventuring Gear table (PHB 150) and throw it at the ground of the players. Once they manage to “exchange” one item, or get hushed away twice, they leave back to their dens. ROCK FORMATION A physics defying rock formation appears on the horizon. The party sees it starting to move slowly – it will trip over! Will this be the end of this wonder of nature? The rock shifting is a large 10000-pound round, smooth naturally formed stone. It is balancing on top of a 10-foot high, similar stone – and it seems very unstable. If the party does not interfere it will crash to the ground. To help keep this wonder of nature standing, 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?
11 Investigating the stone pillars the party can identify that all four have text on them, written in Celestial. Each column has one word engraved in them. “Fire”, “Cold”, “Radiance”, “Force”. If players cast a spell or magical effect on one of the stones, they will get resistance to the damage type engraved on the column for 1d12+3 days. Effects don’t stack. If the players cause any physical harm to the columns, they emit the damage corresponding to them. Players need to make a DC14 Dexterity saving throw. On failure take 2d6 damage of the column’s type, or half on a success. LONE MEPHIT A non-hostile Dust Mephit appears and keeping its distance, will stick around the party. It seems… Lost? The Mephit will not attack the players, rather just flies around them for 1d6 hours. Players can find a set of small bones with a DC16 Investigation check around in a small crevice. Once they find the bones the Mephit will get excited, dashing around them. If the party decides to bury the bones, the Mephit disappears, and a loud sigh of relief is heard. THE ROC’S FEATHER 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 At a patch, where the ground is particularly dusty and reddish – a member of the party trips and falls – only to be painted red by the dust. The fall can be avoided with a DC12 Dexterity saving throw. The dust can’t be washed off but will disappear from the skin and clothes gradually in 1d4+2 days. A DC12 Insight check can identify that washing might make the situation worse. If the player tries to wash the powder off regardless, the time taken for it to disappear is 1d8+4 days. The effect of the dust is a disadvantage on Persuasion checks for the time the dust soils the clothing and skin of the player. THE CROSSROADS The path diverges, but there is a sign showing 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. CURIOUS STONES On the ground the players find 4 identical looking stones. Both in size, coloration, and every small feature. Almost as if they were magical. Players with a Passive Perception of 14 and higher can identify the stones. Gathering them and showing them to anyone with proficiency in Arcana, they will be able to tell that the stones are very potent to become Sending Stones (DMG 199). An enchanter can do this change for the party for 500 GP for the 4 stones, which will act as an instant communication device afterwards. THE WILDFLOWER Out from a small niche between two red rocks a small green patch, with yellow spots – a lone flower is growing against all odds. This is an encounter to show the beauty of nature. If players water the flower, or contribute to its survival in any other way, can award them Inspiration. THE HERMIT In the side of a rock formation a small fire is burning. A lady greets adventurers – cautiously but without ill intent. If the players are friendly with her, she will share her story and gift a Potion of Healing to the party. FOOTSTEPS Large, booted footsteps are visible in the dust. After a while, more join – one by one. Eventually, it looks as if a small crowd walked here – but the footsteps stop at one point. Looking back, players can’t even see them – as if they were never there. The footsteps are part of an illusion that originated from the anomaly of this plane of existence almost colliding with another version of reality. Players with Proficiency in Arcana can make an Arcana check – and upon a 15 or higher will be able to understand the source of the phenomenon. SIGHT OF BEAUTY From an outcropping the party can oversee a full valley. Beautiful moments of adventuring need to be appreciated! Looking to the valley below, players will gain the effect of the Bless spell for 1d4 hours.
12 CITY ENCOUNTERS 1d20 Event 1 Innkeeper’s Daughter 2 Those Curious Cats 3 Progress 4 Restoring Old Memories 5 Caught up in a Wedding 6 A Kid’s Fortune 7 Released from War 8 Street Magician 9 An Amulet Found 10 A Generous Noble 11 Those Pesky Racoons! 12 Riverside Memories 13 An Honest Thief 14 Blessing of the Gods 15 Helping your Elders 16 A New Business 17 The Cloak 18 Sparrow’s Dinner 19 A Proud Mother 20 Lighting up the Town INNKEEPER’S DAUGHTER Players can meet a lady in love working in the inn, seemingly in pain and worry. She is the daughter of the innkeeper, wishing to marry to the son of the tanner living nearby. She wants the party to help convince her father, who is very much against the intentions. 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. THOSE CURIOUS CATS In the city, players can see that an unusual number of cats are around – all looking at them attentively. They are friendly but don’t let the party touch them. Players trying to pet the cats or catch them need to make a DC18 Dexterity check. If they want to tame the cats, they need to make a DC15 Animal Handling check. The check is with advantage if food or toys are involved. Upon successfully taming a cat, they gain one use of Luck, and the cat will become their companion. PROGRESS On a plaza, a young man holds a rusted key and seems to be struggling with his tears. Upon inquiring players will get to know that he just managed to buy a small shack – not much, but it is his first ever property in his life, spending most all of his fortune on it. He will invite the party to visit, and they can see that the shack is very run down, barely livable. If they decide to help the man in any way, he will become a positive contact to them, helping any way he can – and players will always be welcome at his place to stay – or hide, if that becomes necessary. RESTORING OLD MEMORIES A var veteran sits on the side of the road, asking for coins – visibly in a bad shape. He seems to have lost most of his memories, but still has some stories to share. 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 world’s lore, exaggerated, or in slightly untrue ways. The recollection of the memory will not be complete and somewhere in the middle the veteran will stop saying “I think I should remember more. My memory fails me more and more often.” If players wish they can help the man restore his memories and revitalize his mind with the Greater Restoration spell or a similar effect. This will trigger uncontrollable happiness, as the man suddenly is met with an influx of memories. He will try do his best to dance (which is not easy with his old bones). He will be able to finish the story and warn the party against a looming threat as an added benefit.
13 CAUGHT UP IN A WEDDING The party gets caught up in a wedding celebration – handed drinks, food and pushed towards a nearby square, to celebrate together with the happy crowd. On the event the following things can happen: 1d6 Happening 1 Drinking contest – DC16 Constitution saving throw or become drunk. 2 See a pickpocket (Passive Perception 13) 3 A great performance – one of the players gets handed a lute and is ushered to perform. (Performance check DC12) On a success, great ovation and a rain of coins is the reward. 4 The tripping bride – Players can try catch her with a DC14 Dexterity saving throw. 5 Food fight – the pastries and creamy sweets start flying around covering everyone in a lighthearted food massacre. 6 Priest’s blessing – a priest joins the event providing prayers and blessings for everyone involved. A KID’S FORTUNE The party meets a kid, grasping a glass sphere, cracked on one side. She offers to tell their fortune and asks only some sweets in return. If the party complies, or gives some coins for the kid, she will lead them to a small alleyway, sit them down on wooden planks in a circle and start the fortune telling. This has no magical effect, no real powers behind and is solely for fun, but you as a DM can play around the fortunes later. 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. RELEASED FROM WAR The party sees a man in armor (stat block of a Veteran) of the army arriving to the city, asking around. He is looking for information about his family – who seem to have moved while he was out of town on the war effort. The party can decide to help, in which case they eventually find the wife of the veteran. As a reward, the couple will invite the players over to dinner, where they will share stories to each other and as players to share their stories as well. STREET MAGICIAN A young lady (stat block of an Acolyte) performs magic tricks – she does not accept money in return though. She practices and aims to become a powerful mage once. The Party can identify that most of the tricks use Prestidigitation – and are easily replicable. AN AMULET FOUND Hanging from a sewer grate, almost falling in – the players see a nice amulet. It is not engraved – nor has it any distinct features… The item is an Amulet of Proof Against Detection and Location (DMG 150). It was left here as part of a fight a couple of days ago. During the fight, a lady was abducted and pulled to the sewers. Players can identify with a DC16 Investigation check that the sewer grate has been moved, and that there are signs of fighting around it. Entering the sewer and looking around, with a DC20 Investigation check the players can find a dead body. A DC10 medicine check will identify that an amulet was torn from her neck, leaving a mark. The cause of her death is suffocation, the culprit is nowhere to be found though. A GENEROUS NOBLE A noble is walking on the street handing out gold pieces, looking at the players he will hand them a bunch and ask to hand it out for those who are in need.
14 If players agree the following things can happen during their altruistic venture: 1d6 Event 1 A kid catches a gold piece, and brings it to their mom, hugging her intensely 2 An old man leaning to a fence catches a piece and nods agreeingly 3 A drunkard tries to snatch all gold from your hands 4 3 identically looking sisters come shyly forward asking for some coins. 5 A guard looks at a coin on the ground and when he thinks no one sees, he will pick it up. 6 A thrown coin is snatched from the air by a raven, who flies away instantly THOSE PESKY RACOONS! A barrel is suspiciously moving in an abandoned alley. It is full of feasting raccoons (stat block of a Rat). They will swarm the party if they get within 5 feet and try to find all food you have – especially sweets! The party members getting close to the barrel need to make 3 consecutive DC20 Dexterity saving throws, or their food items will get stolen and eaten. In-between the throws they can decide to act – if they throw a piece of food the raccoons will rush to get it, leaving the players alone. If they pass all saving throws, raccoons leave with an empty stomach. RIVERSIDE MEMORIES Looking into the usually moving water – stillness greats the party – and a mirror like surface. Looking into the mirror – they see their faces – but they seem… young. You as a DM can use this to remind them of a moment in their childhood and their past. You can even decide to play the moments out, giving the party a chance to shape their backstory, and give certain benefits/proficiencies based on the memory they relive. AN HONEST THIEF Players see a man (stat block of an Assassin) with a bottle of drink sitting on the cobblestone path. He is contemplating his bad life choices as a thief. He wants to find the right path but is afraid he went too far. Upon the party engaging in conversation, they will find that this person has nearly given up on life. Upon passing a DC12 Persuasion, DC12 Perception check they can identify that the person is an outlaw. 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. BLESSING OF THE GODS The sun shines more radiant than usual. The party can feel it piercing their skin and fill their mind. It feels good and liberating. Through the radiant energy the following impacts may occur. 1d4 Event 1 A message from a deity fills the players’ minds 2 They get strengthened against effects of the undead (resistance to necrotic damage for 1d4 days) 3 They can ask questions that will be answered (The effect of the Commune Spell) 4 They can ask for an intervention (The effect of the Divine Intervention spell) HELPING YOUR ELDERS An old lady (stat block of a Commoner), carrying a heavy basket tries to pass the road. She is visibly struggling – but no one stopped to help her so far. The party can decide to help, and the lady will engage in conversation – sharing that she is planning to go to the market, to sell the vegetables in her basket. She will thank the party at the end of the journey with a payment of 3 SP. A NEW BUSINESS A lady (stat block of a Commoner) stands behind a makeshift stand, selling what seems to be a purple liquid called “Flowerbooze”. It is a new mix of sweet ingredients! She hopes to make it as famous as ale or wine. Trying the drink, the party can identify that it is good tasting, non-alcoholic and a refreshing beverage. The lady asks the party to help in the venture, buying barrels from her to resell at inns the party visits. Her proposal is to but for 50GP and resell for 100 – keeping the profits. You can return any time to repeat the transaction and help the drink gain fame. Selling the Flowerbooze for the designated 100GP to a tavern can be done by passing a DC12 Persuasion check, anything less and you can only sell it for a lower price. After 6 successful sales ventures the drink starts to get famous and within a year of in game time, most taverns will have it on shelf.
15 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.
16 DESERT ENCOUNTERS 1d20 Event 1 Talking Mirage 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 Looking into the distance the party can see the form of a lady. It is a mirage – but then why does she talk, why can they hear her voice? At the beginning of the encounter the party should have a hard time identifying what the phenomenon is. As soon as they perceive that the figure in the distance looks like a lady, they should hear her talk – right as if she were next to them. The image of the lady is vague and nondescript and stays in the distance regardless of if the party tries to get close. She can say one of the following before disappearing from the horizon: 1d4 Message 1 Information about the nearest Oasis 2 Information about a dangerous threat in the vicinity 3 A message in Celestial – saying – “gods watch over you. If you need help just cease fighting and pray.” 4 “Ask for rain and your wish shall be granted through the tears of my sorrow” WATER TRADER Deep into the desert, on what counts as a “road” the party meets a caravan of 5 Camels and a Trader (stat block of a Commoner). The trader sells water and is happy to supply you as well. The camels have large pouches on them containing 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 your water against all his. Upon winning, he will admire your braveness and will not take your water – nor will he give it to you for free. Upon losing he will fill his end of the bargain and you can leave him waterless in the desert. SPIDER ROLL Atop a large dune the party stirs up a small family of spiders. They roll up into a wheel shape and bolt down the side of the dune with unimaginable speed. With a DC12 Perception check, players can identify in the spiders’ path which spots are stable to traverse down the slope of the dune and which seem unstable. Stepping in an unstable spot, players need to make a DC15 dexterity saving throw. On a failure they fall prone and slide down to the base of the dune taking 1d6+5 Bludgeoning damage and becoming blinded for 1 minute. OASIS Shade, moisture, drinkable water, and fruits await the tired adventurers. And this is not even a mirage! The oasis is empty – but many footprints can be seen – those of people, those of animals. Passing a DC15 Investigation check the party can find a backpack, that contains a map to a supposed treasure nearby. SANDCASTLE IN NOWHERE Between two dunes an ornate sandcastle is found. If the party breaks it, it rebuilds itself. In the middle of the sandcastle there is a small stone shovel – that emanates a magical essence. Its only power is that whenever it is placed on the ground, it automatically builds a sandcastle that is rebuilt whenever disturbed. DUNESAILOR The party sees a small ship-like wooden construct, with large white sails making its way swiftly between the
17 dunes. A gnomish inventor (stat block of a Spy) is at the wheel. Waving or any other way signaling interest in engaging in conversation the inventor will come towards the party and stop nearby, not leaving his construct. He is living in a nearby village and does dunesailing as a sport. If the party is friendly with him, he will propose them to join for a ride. TRAVELLING ROCKS These 3-foot-high standing stones leave a clear trail in the sand. When the party looks at them, they do not move, but as they look away – it seems they shift ever so slightly. The stones house the souls of a cursed family. They are bound to move and get to the source of their curse – which is a powerful archmage on the other end of the world. The party can clearly see the trail the stones made so far but to identify that the stones are moving at any given point of time when nobody is looking at them, they need to pass a DC14 Perception check. DRY RIVERBED The desert dunes give way to sandstone banks – and a dry riverbed with the remnants of some shallow ponds remaining. Water is scarce, but there is still some life to be found here. Players can find drinkable water and 1d12+6 fish and amphibians destined to death in these small ponds. They can decide to fish them out and release them in any freshwater environment later. You as the DM can award them inspiration for such an altruistic deed. SALT DEPOSITS The sand turns white and is covered with a 2-inch-thick layer of clean salt. It is an eerie sight – harmless regardless. Salt can be harvested and used as resource. This place does not host any life, or drinkable water – and on the white surface the party has disadvantage on stealth checks. TIRED STORK In the distance the party can see a stork (stat block of an 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. NIGHTTIME SYMPHONY As darkness settles, and stars cover the dunes the party starts to hear singing. Eventually yellowish translucent figures start dancing around – the eerie night starting to resemble a ball. The phenomenon is harmless, and the figures are visibly spirits of human nobilities. They do not interact 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. BLOCKED CANAL A 20 feet deep, 200 feet wide canal filled with water blocks your way – or at least would block – if not for the two invisible walls cutting a path in the water, enabling passage with a dry foot. The passage is provided by two Wall of Force spell effects blocking both sides of the canal, enabling traversal. A Disintegrate spell can end the effect of the Walls, connecting the stream of water again, starting the flow anew. The spells were placed here by a mage who wanted to build an underwater stronghold. They left, to pursue 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. SANDSTONE BASIN A circular 20 feet hole in almost flat sandstone ground, filled with murky water. During the day it is a warm bath, during the night it is frozen shut. Players with a DC15 Investigation check in the bottom of the pond can find small bones of rodents, and a couple of gold pieces. During the day, the basin has a 20% chance to start emitting toxic gasses. If players stand at the side or in the pool of water, they need to make a DC14 Constitution saving throw or fall unconscious for 1d12 minutes. Players in water will start to drown. FAIRY CIRCLES 1 feet diameter, round, 1-inch-deep holes decorate the sandy ground. Each small indent has a gold piece inside. Who has time for this out in the desert? This is the work of a fairy (HP 20, AC15 noncombatant), who thinks gold can grow on trees, and is desperately trying to prove it. If players pick up a gold piece or spend more than 10 minutes around the “seeds” the fairy will arrive scolding them for their interference asking to leave.
18 FLOWERING CACTI The side of a sand dune is adorned with a set of high, tubes – cacti – that have blossoms on them that look ready to open. The blossoms contain small fruits, that can be picked with a DC12 Dexterity check. On a failure the fruit is still picked but the player takes 1d4 piercing damage from the cactus. The effect of the fruits can be the following: 1d4 Effect 1 1d6 temporary hit points 2 Darkvision 120 feet for 1d12 hours 3 No effect 4 Visions of dead people who walked the desert in the past, for 1d4 hours PLANAR TRAVELER A lightly dressed, elegant female half-elf drops to the ground out of nowhere (Stat block of a Mage) She walks up to the party and asks where she is. Hands a coin in exchange for the information and leaves, by reading a scroll and disappearing into thin air. 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. ABANDONED CAMPSITE A small, hidden camp with supplies, water, and a small letter – saying to “help yourself to whatever you find and thank the gods for your good fortune”. The campsite contains mundane items such as Ropes, Waterskins, torches, clothing items. If the players leave something behind as well, to “exchange” instead of only take, you as a DM can decide to give them inspiration for the fair deal. SEAGULLS A set of seagulls (HP 1, AC 12, no effective attacks) fly above head. Their presence signals that the sea or a body of water must be near. One of the seagulls seem to be entangled in something… The party can identify that a seagull has a fishing net entangled across their neck, barely keeping up with the other birds. The bird can be lured with food, or a DC12 Animal Handling check and caught with a DC10 Dexterity check. The fishing net can be retrieved in one piece and the party can keep it in their inventory, and the bird can join its friends flying off towards the direction of the sea.
19 DREAM ENCOUNTERS 1d20 Event 1 The All-Seeing Eye 2 A Memory Changed 3 Fighting Yourself 4 Songs of Nature 5 A Void Filled 6 Swimming in Ale 7 Enchanter of Minds 8 A Locked Idea 9 The Endless Hall 10 Attic 11 The Fire Burning Within 12 The Group of Shadows 13 Your Mind’s Garden 14 Feather Fall 15 Visions of Hell 16 The Day but Different 17 Lucid Dreaming 18 Enlarge & Reduce 19 Bird’s Perspective 20 Darkness THE ALL-SEEING EYE One member of the party wakes up and feels that their limbs and body seem to be sucked into their torso. In fact, it feels as if their torso is also disappearing and getting merged into their head. Eventually all that is left of them is one large blob with a vision of everything around them in 360 degrees. They can see different locations, times and happenings all around them and when trying to concentrate on one, they need to make a DC14 Wisdom check. Upon success they can get a clear view – and you as a DM can explain a happening from your world that can help the story progress. On a failure, the visions blur and as the eyes focus fails, the images turn to a dark, dreamless slumber. A MEMORY CHANGED A player character wakes up as their younger self, reliving a memory that shaped their life. For a while, the memory goes by as they remember it -at one point they need to make a DC10 Wisdom check. Upon success, they will realize that they can act differently in this dream as they remember the memory to go – and the realization feels to have weight, and an unusual significance to it. After this, they can play out their memory any way they wish – and when they wake up – whatever they played out will become actual reality – changing their backstory. You as the DM can use this to change proficiencies with weapons, instruments; change relationship of the PC with certain NPCs, change how they interacted to help their story develop – and give players agency over things they might not want to change about their backstory. FIGHTING YOURSELF Waking up in their dream the party finds themselves in a square room. They seem to be alone, and they seem to all have the same vision. After looking around – the party can see that above them, where they would expect a ceiling to be located, they see a mirror like surface – with the only difference that their reflections do not move – only stare at them from above – crying silently. Any way to interact with the mirror images will increase discomfort in the party members attempting to do so. After 3 tries, they will hear a shout from their mirror images – and a warning message (that you as a DM can decide). SONGS OF NATURE Without an image materializing in the head of a sleeping party member – in complete darkness, they hear different natural sounds around them. With a DC14 Perception check they can identify the sounds sources – and they can move, try to get closer to the sources as well. When they reach the sounds source, the following effects may happen – depending on the natural sound they decided to go towards. After the effect is triggered, the dream ends. Sound Effect A waterfall DC14 Dexterity saving throw – on a failure falling and waking up. On success – the player will feel as if they become one with the water. After waking up, they will have no difficult terrain penalty in water, and gain swimming speed equal to their movement. Strong wind DC14 Constitution saving throw – on a failure fall and wake up. On success – lean into the wind and seemingly be embraced by it, filling the player with a warm feeling. After waking up, the player will always be able to tell the change of weather 4 days before it happens. Leaves brushing in the wind DC14 Intelligence saving throw – on a failure get lost in the dream forest and wake up. On a success, the leaves seem to form words that the player can understand – saying “hear, and listen, we have much to say”. After waking up the player can spend 10 minutes in a forest area to commune with trees – who will be able to answer questions about what they experienced within the forest – similarly to the effect of the Commune spell. Waves crashing DC14 Constitution saving throw – on a failure drown in the dream and wake up. On a success, players can feel their lung fill with water – but will feel that it is like air, enabling them to breathe. After waking up, players gain the ability of water breathing once a day for 10 minutes. A VOID FILLED In their sleep the full party wakes up together, in complete magical darkness, not seeing anything. They can hear each other though and can identify that they are organized in a circular pattern. Between them, they feel a pull – towards the center of the circle. If they decide to try to move away, or not move at all, they will need to
20 make a DC14 Strength Saving throw. On a failure they get sucked closer to the center by an unseen force – while everyone hears whispers in their mind. Players can decide to willingly move close, and enter the void in the center, but if they decide not to - whoever is the first to fail 3 of the saving throws, gets sucked to the very center, filling the void. After this, the force fades, and the darkness slowly turns into blinding bright light – releasing the dreamers. You can use this dream to select a target for an antagonist of the campaign – giving them disadvantage against being scried upon, or relay any message you want through the whispers during their struggle. SWIMMING IN ALE Players hear large brass bells, and waves crashing. As their vision clears, they see themselves, submerged, swimming in liquid, next to them a ship, its bell dangling and lazily ringing as waves nudge the hull up and down. Aside of the ship there is nothing around. Getting familiar with the surroundings, note that the players can feel an overwhelming alcohol smell, and if they look to the water or try it – they can identify that it is not water, but ale. Upon this realization a figure appears on the deck of the ship – their features hard to make out. They will say “Y’all havin’ a mighty fine drink down there, we be leavin’ ya!” With that the ship starts to turn and slowly gain speed. Characters can try to catch up with a skill challenge where you as a DM should encourage creative use of spells or items. The spell slots or item charges only are used within the dream, they have no effect on the sleepers. You as a DM determine what skills players should use for each of the challenges. When the players gather 2 successes, they reach the ship, when they reach two failures, the ship gains distance and becomes unreachable. DC of each skill challenge should be 12, any creative idea can either lower it, or give advantage to the roll. Failing the challenge players will eventually drown in ale, and for the upcoming 7 days, will have a strong aversion to any alcoholic drinks. Reaching the ship, the ship captain helps players aboard, saying that “y’all are made of tough driftwood” patting them on the back. Choose one of the following rewards, as the dream ends: 1d4 Effect 1 For 1d6 days, drinking ale has the same effect as drinking a Potion of Healing 2 For 1d12+4 days you can’t get drunk drinking alcohol. 3 Waking up you find a bottle next to you – it is filled with ale and replenishes each night. 4 You smell of old ale, regardless of how much you wash. ENCHANTER OF MINDS A selected player finds themselves on a domed structure, lit with a green-blue hue. In the middle of the dome, a large muscular androgynous figure is hammering at something, creating not sparks, but bright flashes of light. Each hit is silent, and the light reflects off the dome. Going closer, the player can see that the figure has no facial features, and its hammer is adorned with runes glowing red – hammering at what seems to be an amorphous greyish substance. As the creature realizes they have guests, they will point the player to a marble block – which they could swear, it wasn’t there before. On the block they see colors – touching each will make the color glow slightly and give the vague feeling to the player of the skill the color represents. Color Skill Feeling when touched Red Arcana A magical breeze Blue Charisma Confidence, and charm Yellow Wisdom Peace, and sense of purpose Going to the large figure and expressing with words or any non-spoken way a choice made between the colors – its hammer will change to resemble it, and one of the large hands will try to grapple the players. If they resist – the figure shakes their head in disapproval – and the dream ends. If they let the figure take them – the player will be put on the anvil and be worked on painlessly with the hammer. At the end of the ritual they gain +1 to their base score, resembling the color of their choice. A LOCKED IDEA You as the DM can use this to hide a campaign secret – a piece of information that can help tremendously to resolve a conflict. Each night, players have a 20% chance to have the same dream. In the dream they find themselves in a room with nothing but a locked chest. The chest has 3 large keyholes, and there are 3 keys laying on the ground next to it. Players with a DC16 Perception check, can identify which key corresponds to which hole. The DC is decreased by 4, if the player has proficiency in Thieves’ Tools. Some of the locks are trapped, some are locked, and they need to be opened in a strict order. If the order is incorrect, or a trap is triggered – a bellowing laughter is heard, progress is reset, and the dream ends. Once players figure out the correct order, over the course of multiple dreams, they can get access to the secret inside the chest. The locks order and trams can be as follows: Correct Order Effect Center Not trapped Left Trapped (DC14 to notice, DC14 to disarm) Right Trapped (DC16 to notice, DC14 to disarm) THE ENDLESS HALL One party member finds themselves in an endless looking, dimly lit stone paved hallway – with nothing on the sides, aside of a couple of light sockets, containing magical light. The corridor is straight, and at the end of it, far -far away, there is a door. If the player tries to walk towards it, eventually they will realize that the door does not get closer at all. This can’t be changed by any non-magical means – but magical solutions (such as Dimension door, Misty Step do help players close the distance.
21 The dream lasts for 3 actions that the player would like to do. 2 successful magical actions are needed to reach the door, otherwise the dream ends in the corridor. Upon reaching the doorway, and opening the wooden door with its brass knob, the other side can contain a long-forgotten memory or a plot hook that helps players in an upcoming encounter. ATTIC The party finds themselves in a dusty attic, with multiple piles of items covered, and hidden under white cloth – all dusted over. The attic has a faint bit of light entering through small holes in the roof, giving a dim, but adequate light for exploration. Under each pile, a cage and some boxes are located. In either cage or box there will be an item from the characters past (not a long-hidden secret, rather a childhood or early memory). Players can recognize the items as an item of significance, but if they do not make the connection – through a DC10 Insight check you as a DM can let them know what the items really are. This small encounter is supposed to generate role play and increase player to player discussions. It helps, if each item is found not by the person who it bears a connection to. THE FIRE BURNING WITHIN A player wakes up next to a campfire, and finds themselves between shapeless, faceless, colorless figures. The only thing in fact – that is clearly visible with all its details is the fire itself. One of the figures throws a boulder to the fire – saying “You need to fuel your flame”. With a bit of looking around the player can find a set of logs. If they decide to throw logs on the fire, after a while the bonfire gets extremely hot and you as the DM should ask them to make consecutive Constitution saving throws with increasing difficulty upon failure, waking up. The only way to resolve the encounter is if they the player throws themselves into the fire. In this case, as the flames embrace them – they will feel warmth and receive a benefit – an example being resistance to fire damage. THE GROUP OF SHADOWS A group of 1d12+3 Shadows start attacking the players in a pitch black, magical darkness. Darkvision does not penetrate the night and torches will also have no effect, making the fight heavily in favor of the attackers. The only way to win and resolve the encounter is if the players decide to touch each other – at the places where they connect, bright light appears penetrating 10 feet into the darkness, immediately dispersing any shadow that is withing range. If they let go – the light disappears – giving the shadows a chance again. If players spread out the DM can allow them to make a DC12 Insight check – to reveal that sticking together seems like a better idea. If they are within 5 feet of each other, they might accidentally touch shoulders or backs, triggering a small flicker of light as a clue to the resolution. Each dispersed shadow leaves behind a small ring or necklace on the colorless ground – upon picking one up, the players fade out from the dream – grasping the ring or necklace they picked up… YOUR MIND’S GARDEN Within a pitch-black space, the only light and items seen to one player of the party are 6 square, 10feet wide planters, with different kinds of flowers inside. The flowers represent the state of mind and mental health of the player, each planter resembling an important aspect of wellbeing. These aspects are detailed in the table below – and the state of orderliness or dismay in each pot is determined by the DM – based on the character’s past experiences – and how deeply the given aspect influences them at the given moment. Standing next to each planter, the player can feel traces of the feeling connected to the flowers within. Next to the planters, after examining them, a small wooden table can be seen, with rakes, watering cans and all other gardening supplies. If the player decides to tend to a pot, they will feel their pains, fears, or flaws ease – if they cause harm, the situation gets worse. Flowerpot Aspect of mental health represented Small yellow flowers Grief of a loved one Blue lilies A flaw the character has Red roses A love (fuldilled or unfulfilled) Pink azalias Fear of a task at hand Flowerless black leaves Impact of a curse or madness White callas Confidence FEATHER FALL A player wakes up in freefall – only seeing clouds and sky above and below – with no ground in sight. Upon shaking the feeling of surprise, they can identify that the fall seems to be very slow – in fact, way too slow to be natural. (The player falls with the speed of the Feather Fall Spell) If they let the fall continue, they gain a long rest, and 1d6 temporary hitpoints in the morning – due to the relaxing, freeing nature of the dream. If they try to break out, they will benefit from a regular long rest. If they actively disrupt the effect of the spell slowing their fall, in the morning they get 1d4+2 hitpoint reduction that lasts until their next long rest. Trying to identify items of interest within the clouds – with a DC12 Perception check, players can see cloud formations resembling peaceful things – e.g. a bird with open wings, a stretching cat, a smiling face. 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.
22 Once they find 3 interesting nuances or once the scene you wanted to replay to them ends, the dream comes to an end. LUCID DREAMING The player having the lucid dream, does not really sleep. Their eyes open wide, but they are unable to move them or their body at all. They are silently experiencing the world around them – with little chance to break out from the dream. If they fight the lucid dream, a DC25 Wisdom Saving throw is needed to snap out and gain control over their bodies. While dreaming they may experience one of the following effects. 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. (e.g. the players may see a city in flames – see a notable ship leaving port, an army marching, a volcano erupting.) DARKNESS The party is conscious, hears people and a lively village around them – but sees pitch darkness. They sometimes touch things or bump into people and items – but no light penetrates through the pitch dark. After a small while the lively village voices start to fade – and eventually get replaced by screams. The party starts feeling fire touching their skins and eventually wake up. You may use this dream as a sense of urgency to help speed up the main storyline.
23 FOREST ENCOUNTERS 1d20 Event 1 The Talking Tree 2 Pixie Conclave 3 Tired Woodcutters 4 Forest Watchtower 5 Colorful Mushrooms 6 Children’s Playground 7 Weird Woodpecker 8 Circle of Ferns 9 The Lone Cub 10 Treehouse 11 The Hidden Spring 12 Dark Friend 13 Stuck Arrow 14 Thick Moss 15 Curious Squirrels 16 Reckless Hunters 17 Hidden Chapel 18 The Smell of a Bear 19 Abandoned Camp 20 Autumn Comes Early THE TALKING TREE An old looking tree eerily resembles a face. As soon as the party would write this off as a coincidence, they can see the tree open two yellow eyes and turn towards them. The tree can be used as a “quest giver” a source of information, or a side plot to find out why he is able to talk. • The tree speaks common and is friendly to the players. • It refers to itself as “Bark”. • It has a hushed voice and loves company. • Not a lot of people come into this part of the forest and realize that a sentient tree is here. Those who do, usually run away. • 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. PIXIE’S CONCLAVE The party, traveling through a patch of high trees can overhear from the top of the canopy sounds of a heated debate. Looking up they can vaguely see small, winged figures deeply engaged in the conversation, not even noticing their presence. They are pixies (AC15, HP 10, non-combatant), living in the canopy, in small homes magically hidden in the trunk of the tree. The canopy houses a small pixie village, which 1d20+10 of the creatures. Once they realize that the players are aware of their presence, most pixies will hide (a DC15 Perception check can identify the hidden homes). The pixies will send one of their representatives towards the players, who is scared, and ashamed – as they approach. This pixie will be able to share the following things with players: • The Pixie village is isolated and is not supposed to meet outsiders. • The debate made them unaware, and the players were in the wrong place at the wrong time. • The pixies will ask you to forget and never talk about them to anyone. (They are willing to pay 200GP) • (DC15 Persuasion Check) – The debate was about the succession of the village leadership. There are 2 candidates, and the village is divided. • (DC17 Persuasion Check) The division is based on two opposing directions – open the village, and connect with outsiders, or stay isolated and hidden. TIRED WOODCUTTERS 2 old men (stat block of a Commoner) walk out towards the nearest road, carrying a large log on their shoulders, axes tied to their belts. They are overburdened but make do with their work. Players approaching the woodcutters can engage in a discussion with them – they will share that their job is to supply the nearby village with firewood – and that the next winter is expected to be harsh. One of the woodcutters has an axe that is magically enchanted (visible only with a Detect Magic spell). Upon being asked – he will share that sometimes fiends roam the woods, and magical protection is needed against them. They are open to share information about the area and accept any help the players may provide during their labor.
24 FOREST WATCHTOWER A square shaped building with a 30-foot-high watchtower on top of it. It is inhabited by a trapper – who is friendly to all – unless he suspects the guests to be shapeshifters. Players can meet the trapper outside of their cabin setting up traps, processing leather, going to hunt, or smoking their pipe. The trapper will be cautious and will need to be convinced (DC12 Persuasion check) that the guests are not changelings, or shapeshifters. If any player uses an effect that alters their appearance, the trapper will cease to communicate and lock themselves in their home. Upon establishing friendly relations, the trapper will gift warm winter clothing made from fox and wolf fur to the travelers and supply them with rations if they require it. COLORFUL MUSHROOMS The trees in this are different from others. They grow stronger, taller, thicker – and at their base, round purple, yellow, and red mushrooms are growing. Eating the mushroom can have various effects. Players with a DC15 Nature check can identify what potential effect consuming the mushroom will have. They can be picked and stored for further consumption, and spoil after 1d10+4 days. The potential effects of the mushrooms are below: 1d4 Effect 1 +1 damage to all weapon attacks for 1d8 hours. Players consuming the mushroom need to make a DC12 Constitution saving throw, upon failure taking 1d4 damage and becoming poisoned for 1d4 hours. 2 Advantage on Insight checks for 1d4 days. Players consuming the mushroom need to make a DC12 Constitution saving throw, upon failure taking 1d4 damage and their movement speed is decreased by 10 feet for 1d4 days. 3 Movement speed increased by 15 feet. Players consuming the mushroom need to make a DC12 Constitution saving throw, upon failure taking 1d4 damage and losing darkvision for 1d4 days. 4 The Commune spell is cast with a random deity. Players consuming the mushroom need to make a DC12 Constitution saving throw, upon failure taking 1d4 damage and gain 1 level of Exhaustion. CHILDREN’S PLAYGROUND Out of nowhere a small den suddenly becomes visible to the players in the ground. It seems frequently traveled; the ground is hard in front of it. Looking at it closer, the players can identify footprints – a DC12 Survival check will reveal that the footprints belong to children. The cave entrance is tight, 5 by 3 foot in size. It leads 10 feet angled downward and opens to a 5-foot high 1 foot diameter chamber, with unlit candles on a wooden table and a lot of toys all around. This – once fox den - now belongs to local children, who come out here and play in secret. If players stay here for 1d8+4 hours, children will arrive to play – asking the players not to share the secret of their playground. WEIRD WOODPECKER A black-white woodpecker flies from tree to tree. It always bangs a couple of times, giving off a muffled, but still loud sound. One tree sounds hollow, and way louder than the others, even scaring the bird away. The tree can be identified as a long dead one, with a hole in its middle. There are some places on the tree’s side which can give access for players, and with a bit of strength, they can even fell it. In the bottom of the tree, where the hollow part ends, a large quantity of gathered acorns can be found. CIRCLE OF FERNS A small clearing in the middle of the forest, with light ferns growing in a visible circle pattern. The center of the circle at first glance seems empty, devoid of vegetation. In the center an orc is buried, with their weapons and earthly belongings, without a headstone or any other marker. Players with a DC12 Religion check can identify that this place resembles a burial site. Detect Magic spell will give a signal from 6 feet below. Digging in the center, the party can find the longdecayed remains of an orcish warrior. The Skeleton is grasping a +1 Longsword and with a DC15 Investigation check (or a still active Detect Magic spell) a Quaal’s Feather Token (Whip) (DMG 188) can be found. THE LONE CUB A little brown bear lost and scared – looking for its parents in the depth of the forest. The bear will not be hostile, and players can help it reunite with its family by passing a DC15 Survival check and finding the trail. The family will be on the other side of a nearby river, the cub itself not being able to traverse – has been left behind. Players can help the cub through, and in the process befriend it – DC12 Animal handling checks are required to make the bear doo certain actions – on these checks the party has advantage if food is involved. TREEHOUSE 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
25 reading through can ascertain that the writer got more and more hopeless. A last document they find is a paper fixed with a crude dagger to the wall next to the door saying: “Farewell my Delia, farewell my writing”. Players can identify that the writer has abandoned their profession. THE HIDDEN SPRING In a particularly thick area, on a rocky-muddy hillside the party starts to hear the trickling of water. Looking for the source, under the bushes they can identify a bit rockier terrain, and a small spring originating from the ground. Water is clean and attracts nearby fauna, players can replenish their waterskins, and whoever drinks from the spring will lose one level of Exhaustion. (Effect does not stack) DARK FRIEND From the bushes a small Panther walks out slowly. It looks very satisfied and is neutral to the party. It will jump up a tree and find a comfortable sleeping position. Players with a DC12 Nature check can identify that the animal has recently eaten – therefore is extremely happy and has no care whatsoever of anyone being around in its territory. STUCK ARROW You see a large tree, like all others, except for a branch that seems too straight. Looking at it closer, you see that it is not a branch, but an overgrown arrow. The arrow looks timeless, and its tip is fully overgrown by the tree. None of the party members can identify the wooden material the body is made from. The feathers are missing, it seems they were destroyed by either time, or the elements. The arrow can be pulled out from the Tree with a DC12 Strength check, revealing the tip. The tip of the arrow is made from Jade. It looks sharp, clear dark green and unchipped. It has no magical effect but can be sold for 50GP at a merchant who is appreciative of the craftsmanship. The origin of this arrow is unknown. A former civilization, or a combatant thrust here against their will from another plane and unintentionally releasing an arrow might have been the reason for this uncommon phenomenon. THICK MOSS Walking the forest ground your feet touch something unusually soft. You look down and see that you are walking on a 1-foot-thick moss cover. It seems oddly large, oddly overgrown. With a DC12 Perception check the party can identify that the color of the moss is slightly different from that of similar greenery they saw earlier. With the same check they can identify that the moss grows in an almost perfect circular shape on the ground, and that its middle is slightly more elevated. If the party decides to dig, they will find that the same moss grows even underground, similarly thick, similarly lush green – but also only within the circular area. The moss cover is created by an ancient, buried power source, that is located 15 feet beneath the ground. It is a Brass cage, with a glowing white gemstone inside, capable to transmit power to many different purposes – among others growing plants, providing heat, providing light. To get this source of power the party needs to identify that whatever this circle is, the effect comes from underneath the ground – and dig for the item. CURIOUS SQUIRRELS From low branches party members with a Passive Perception higher than 13 can see 1d6 squirrels (stat block of a Rat) looking intently at them. As the party progresses, squirrels follow. Their goal is to take the shiniest items from the party. They do not care if that is tightly attached to someone, they will try to take it regardless. In return they throw acorns at the feet of the player they try to rob. A DC14 Animal Handling check will pacify the jumpy squirrels, who will look with understanding eyes, fixated on anything shiny. Their intentions can be identified with a DC12 Insight check. If the party hands them a shiny item, regardless of value (gold or silver piece, piece of shiny foil etc.) the squirrels will become irreversible friends, accompanying the players from a safe distance, but helping them while they are located in these woods. Help comes in multiple forms, decide with the following table, what the squirrels provide to the party. 1d4 Squirrels’ help 1 Squeak at the sign of danger. The party can’t be surprised. 2 Gather useful items. Within a 100 feet radius any dropped, even mildly useful looking item will be gathered by the squirrels and dropped at the party’s feet. 3 Lure dangers away. The squirrels deceive beasts of the wilderness, to leave the party alone. 4 Battle ready – the 1d6 squirrels engage in battle, on the initiative count of 20, charging in against any hostile creature. RECKLESS HUNTERS Walking in the forest an arrow flies dangerously close to the face of one party member. Shortly afterwards you hear a loud surprised and relieved shout and a woman say “You almost hit them you bastard! Does that look like a deer to you?” The 2 Hunters (Maria and Pontus) then close in profusely apologizing. They are a pair, who like to go out hunting but usually do not have much success – due to the lack of skill. They are trying regardless! They will invite you for dinner in the nearby village as a compensation for the scary experience. HIDDEN CHAPEL You see stone pavement – a small path, lead you to a specific direction. Under a small group of pine trees, the path leads to a small weather worn, 10 feet tall, 10 feet wide shrine. The shrine has the shape of a cylinder and has a 5 feet high arched door on its side. Outside it is undecorated, inside you can find freshly cut flowers on a 2 feet high
26 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.
27 GRASSLAND ENCOUNTERS 1d20 Event 1 The Shy Goblin 2 Rabbit Family 3 Runic Circle 4 Old Ruins 5 Territory of the Lioness 6 Statue of Memories 7 Earthly Remains 8 The Scrollcase 9 The Archeologist 10 Wildfire 11 Till the Sun Comes Up 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 Players can catch glimpses of a creature observing them from the tall grass. The creature is a goblin (with Good alignment), who was cast out from their tribe, for not wanting to commit evil deeds – and is now living alone, mostly hiding in the tall grass. The goblin can be noticed (DC15 Perception check) and caught (DC14 Dexterity Check) or lured towards the players if they try to gain its trust or deceive it (DC12 Persuasion or Deception check). Upon being on friendly terms with the creature it will share her story and that it is living alone in the wilderness. RABBIT FAMILY A family of white rabbits (AC8, HP1, non-combatant) hops around and scatter as players enter the region where they live. The rabbits scatter and hide in their burrows. Players can identify the location of the burrows with a DC12 Perception or Survival check. They can try to tame an 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. RUNIC CIRCLE In the tall grass players can find an opening and a natural hill. On the top, 8 large 10 foot high runestones are standing in a circle, grey, smooth, with one rune on each – glowing yellow and facing the center. The stones together are the key to a Demiplane – which can be opened by activating each stone – touching them one by one. The players can sense conjuration energy from the stones (the effect of the Demiplane spell) – they are clearly magical. The stones can be dispelled with a Dispel Magic spell (Passing a DC15 Arcana Check). If one stone is dispelled, all lose their essence, and nothing happens. If players touch the stones they start to glow and once the last stone was touched, the demiplane opens. It is a small Storage chamber, with a Weapon on the wall, and some empty storage lockers. The weapon is a Sword of Life Stealing (DMG 206). You as a DM can decide who is the owner of this sword, but an idea can be the following: OLD RUINS The ground is littered with what seem to be large, irregular stones – but then suddenly in an area the stones seem less irregular and more like products of civilization. Players can identify that they are parts of a ruin that is mostly underground and is a part of a longforgotten city. By moving the ground and digging around “aimlessly” or using the Detect Magic spell players can find a magically enchanted (+2) weapon underneath the soil. The items are cursed though – which can’t be identified at first glance. The following can be options for the curses: 1d4 Curse Weapon Benefit 1 While the item is in possession of a creature, they can attune to one less magical item. Each critical hit does maximum damage with the weapon. 2 After dealing more than 30 damage on a turn, the player loses a hit die, each time. Any healing done to the player will be maximized. 3 The wielding player gains vulnerability to radiant damage. The player can decide the type of damage the weapon does. 4 Whenever the player drinks ale, they need to drink until they pass out. The weapon does an extra 1d6+3 Poison damage on a hit.
28 TERRITORY OF THE LIONESS An area in the grass seems to be traveled more often than the surrounding places. With a DC12 Nature or Survival check players can identify that this is the territory of a Lion. In fact, it is the territory of a lone lioness. She patrols the perimeter regularly and is hostile to those who pass. The lioness has a large scar on her body – which seems to be constantly bleeding. It was caused by a fiend. Players can identify with a DC12 Perception check that the scar seems to hinder the lioness and is very much not of natural origin. If players heal the lioness, she will cease to be hostile and let players traverse her territory. STATUE OF MEMORIES In the side of a ruined temple players can find a small altar, with a metal plated statue of a lady in agony. In front of the statue there is a small pedestal, with a long-dried piece of flower. A faint divination aura is around the statue. If players put any gift to the pedestal, the next time they blink, they will relive a memory of their and will have the chance to remember aspects of it that at the time they did not see. You as a DM can use this to give extra flavor to backstory, and by playing out the memory give agency to players on how they modify and grow their character. Potential examples for the effects of the relived memory can be: 1d4 Effect 1 An extra proficiency with a tool or instrument. 2 Getting to know a piece of useful lore. 3 Remembering a potentially useful contact/NPC 4 Remembering the magical sparks – learning 1 cantrip EARTHLY REMAINS The party finds the recently deceased corpse of a poorly dressed young human man. He seems to be mauled to death by Hyenas (DC14 Medicine check). He was the son of a miller around the grassland, went off for a walk never to return. His death was caused by a Gnoll’s and 3 Hyenas’ ambush. His home can be tracked down with a DC14 Survival check to trace his footsteps, or by stumbling upon the mill directly. Upon learning the son’s fate, the father will provide a small prize (10SP) for at least finding out the child’s fate. 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 this site. She is researching past eras, and found artifacts (bones, buildings, and items) in this area. She might ask the party to help her find further sites of archeological importance – and if you help her, she will give you items she finds that seem useful in your endeavors. (Magical rings, amulets, trinkets identified by the DM) WILDFIRE The players start hearing sound of crackling, slowly getting louder and louder. Eventually they will see smoke and start to see the flames in front of them. They are in the danger of being burnt by the fire – if they wish to endure and let themselves be engulfed by the flames, they take 6d6+6 fire damage. If they decide to outrun the fire, you can run a skill challenge. Ask players how they would like to escape, what skills/actions they would like to use. Identify the relevant check for the plan and evaluate success. If the players present you (the DM) a good plan, the check DC is 12, if you identify that the plan is not so good, you can increase the DC accordingly. After 3 successes the party escapes the fire. On a failure a hindrance will happen to the party, for which a couple of ideas you can find below: 1d4 Hindrance 1 DC14 Dexterity Saving throw – on a failure, the player’s leg gets stuck in a sinkhole, and while getting out – they get burnt for 1d4+4 fire damage. 2 The smoke incurs a disadvantage on the next ability check of the party. 3 A party member drops and loses one of their items from the adventuring gear. (DC14 Perception check to realize that the item is dropped) 4 The flames leave a permanent mark on the hair, skin, or equipment of a party member. TILL THE SUN COMES UP An unusually dark night greets the adventurers. In fact, darkness seems to consume all around them as they set up camp. The players with darkvision have their darkvision distance halved, and any light source is working at half effectiveness until the sun comes up. Creatures with blindsight are not impacted by this effect. Any player that wants to sleep during this night needs to pass a DC12 Wisdom saving throw. Upon failure their sleep is restless, and they gain 1 point of Exhaustion - but do gain all other benefits of a Long rest. Players with a Proficiency in Religion can identify this as an omen, and you as the DM can decide what for.
29 FIREFLY DANCE During the night in the distance yellow spots of light become visible then fade away. This phenomenon is the fireflies dance in the night. Players can decide to investigate – if they come close with a light source in hand, the fireflies will disappear (turn their glow off) and will be hard to find (DC18 Perception check). If the players come close with no light source, they can approach the fireflies without them being startled. The creatures can be trapped in vials or bottles (DC12 Dexterity check to catch), and can serve as a portable small light source, or a pet. HARMLESS UNDEAD In the soil players can see the signs of something being dragged. Following the trail, they can soon stumble upon 2 corpses (AC8, HP10), missing their lower halves – dragging themselves along the grass and dirt. They are undead and are neutral towards the players. They can be killed or let go – and tracing back where 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 The players get to a point in the grass where the thick vegetation looks like it is spreading in front of them, trying to guide them in a certain direction. The invisible finger of a god draws the line in the grass, for its amusement – depending on the god, different directions and motivations may be behind this “intervention”. Some ideas for the destination can be: 1d4 Location 1 An open, empty treasure chest with a hidden compartment inside. 2 The spreading grass leads players in a circle (DC12 Survival to identify that it is just wasting time) 3 The nearest paved road. 4 Lead to an abandoned cemetery LONE TREE From afar in the plain landscape, a lone yellowish-green tree can be seen. It has seen better days, thirsty, but even with its current form it provides some shade for anyone sitting at its trunk. This tree serves as waypoint for outlaws in the area and has multiple messages carved on it, which can be understood by players knowing thieves’ cant, for anyone else, the symbols have no meaning. The cyphers represent successful and unsuccessful ambushes and robberies. With a DC14 Investigation checks the party can find a patch of land about 30 feet from the tree that seems to be freshly disturbed. Digging it up, they can find a small chest, with 300 GP, and gemstones worth 200GP – as the last loot of the outlaws hidden from civilization. THE THREE BROTHERS 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 civilized society but having no real understanding of how start. Upon noticing the party, they will wave and invite them to join and sit with them but will try to hide their secret at all costs – and will share their cover story - that they are identical twins. If players decide to sneak closer before getting noticed, they can overhear the discussion. The figures talk about their desire to integrate into the human society and “be like all others”. If the party does not uncover the Doppelgangers’ secret, they will say their warm goodbyes and walk their own way. If the secret is identified through any means, the Doppelgangers will ask for advice, how to integrate into civilization. They are each very similar personalities, mimicking the half-elf that they copied. Their first result in becoming people was that they chose names for themselves. A DOG’S MEAL A starving dog walks painfully, sometimes falling to the ground – without a real sense of direction. It has a muzzle on its mouth, which makes it unable to feed or drink. The dog seems to be close to death, when the party finds it, but still will be reacting fiercely first – requiring a DC12 Animal Handling check to pacify it. If food is shown to the dog, the check is an automatic success – and a party has a new best friend who is as loyal as they ever could wish for. A 20-SIDED MYSTERY A 5 – foot metal multi-sided shape is buried in the ground partially, shining in the sunshine. Each side of it is having some sort of inscription – that the party can’t identify – aside of one, which is a picture of a crown. The item is a metal d20, the inscriptions are Arabic 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 positive effect happens determined by the GM. The Reduce spell can be used on the metal dice to permanently make its size more compact. Potential rewards for rolling a 20: 1d4 Reward 1 Advantage on all ability checks for 1 day 2 50% better prices while haggling 3 The next long rest, will take only the time of a short rest. 4 The player rolling gains one use of a Wish spell. BISON HERD The sound of an earthquake starts to hit the party’s ears and gets stronger and stronger as time passes. Players
30 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.
31 MARSHLAND ENCOUNTERS 1d20 Event 1 Mimic My Sound 2 Jade Totem 3 A Positive Hag 4 These Gasses Don’t Smell 5 The Sweet Fruit 6 The Fisherman’s Catch 7 The Turtle Trader 8 Trapped Crocodile 9 The Fortune Teller 10 Butterfly Dance 11 The Scrying Pond 12 Feeding Kingfisher 13 The Traveling Merchant 14 The Liar 15 Moonshiners’ Den 16 All That Copper Gone 17 Kenku Village 18 Rainfall 19 Fierce but Small 20 Roadbuilders MIMIC MY SOUND From a lust tree canopy a black bird (stat block of a Raven) is observing the party. If they are engaged in discussions, the bird will shout parts of what they say back at them. If the party calls out to ask for clarification, who mimics their sound, they will not get an answer – but their questions will be repeated back to them. 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 her only sinful pleasure is the scrying pool she likes to look through. If asked she can create different potions and poisons upon the party’s request, for a gold price. These brews can have any effect that you as the DM deem non-game breaking. If the party is hostile, the hag will turn to smoke and disappear from the hut – never to return again. In the hut the players can find 1 Alchemy kit and 1d4 Potions of Healing. THESE GASSES DON’T SMELL The party reaches a part of the swamp where unexpectedly, form patches of dirty water occasional large bubbles come to the surface and burst releasing a gas with slight brown coloration. They can try to identify the gas with a DC15 Nature check, or by trying to sniff it. Potential effects of the gas are listed below. Traversing this area will require a 3 part, DC15 group skill check – where Dexterity and Constitution related checks have advantage, while the rest are at DM discretion – depending on how feasible the idea is that the party comes up with. If the party wants to trap some of the gas, they will need vials, or bottles with corks, and they can trap gas in those without the need to pass any checks. 1d4 Effect of the gas 1 DC12 Constitution Saving throw or become Poisoned for 1 day. 2 DC12 Constitution Saving throw or fall unconscious. 3 DC12 Wisdom Saving throw or gain 120 feet sight to the Ethereal Plane for 1d4 hours – and gain 1 point of Exhaustion. 4 DC12 Wisdom Saving throw or see all colors in shades of green for 1d4 days. THE SWEET FRUIT A thick tree in a dry patch grows strong with multiple branches to the sides, all lush, bright green with an army of leaves. With a DC12 Perception check, the party can identify that among the leaves fist sized red fruits are hidden. With a DC12 Acrobatics or Athletics check they can get to the fruits, which have the effect of a Potion of Healing.
32 THE FISHERMAN’S CATCH You see an old man (Commoner) sitting on a makeshift wooden fishing post, holding a fishing rod – and getting dragged off with the line, and pulled into the water. The creature on the hook is a Crocodile, and it will kill the fisherman if the party does not interfere. THE TURTLE TRADER A Tortle (stat block of a Druid) stands alone in a ruined stone hut, at the side of the muddy path. Getting closer it waves the players, inviting them “inside”. Looking around the ruins, they can see that the place is organized as a makeshift shop, with unusual items lid out to be sold – most seemingly useless in standard terms for adventurers. The Tortle believes that all their wares are valuable and will try to convince the players to buy. The shop may contain the following items: Cost Item 5SP Fish skeletons 2SP Fermented swamp ferns 1GP A tar-like liquid in crude glass bottles 1GP The rotting eye of ravens 1CP An exceptionally smelly piece of wood 10GP A crude twisted rod, with a pink shimmer where light hits it TRAPPED CROCODILE Players can hear thrashing from a deeper part of the water, off to the side of the traveled path. Investigating through the treacherous marsh they can lay their eyes upon a struggling Crocodile. With a DC14 Perception check they can identify that it is tied up in strong ropes, caught up in a trap laid underwater. If players decide to free it, the Crocodile swims away without attacking them – and while the party is in the swamp, they will not be attacked by Beasts in the water as a sign of gratitude. THE FORTUNE TELLER Traversing a dense tree patch, looking between the trunks of a tree at one point of time – behind the trunks, the image of a lady with a large glass orb becomes visible. Taking 2 steps further or backwards, the visage disappears – it is only visible looking through the exact two trees the party lays eyes upon. Upon getting closer they can get up to the two trees and realize that the lady is a two-dimensional illusion. In her background faintly fire and smoke are visible – but the image is slightly transparent. Getting close the party will hear a mental message “Do you want to hear what your fortune has to offer?” The lady will only react if the party answers yes or no – otherwise the image remains motionless. The party saying yes, there is a 40% chance that the lady will say something relevant to your story (at DM discretion) in other cases the fortune will be irrelevant or makes no sense. Some of the non-sensical ideas may be: 1d4 Prediction 1 The white of your eyes is the key tofind what you are looking for. 2 The answer you seek is under your feet. 3 Only when you fall will you see the full extent of your influence 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. THE SCRYING POND One small, segregated body of water looks slightly different from others. Players with a Passive perception higher than 15 can identify that the water in this circular pond is not moving, its surface resembles a mirror – and upon touching it and stirring the surface, the waves subside much quicker than expected. Concentrating on the surface of the pond, players need to make a DC12 Wisdom Saving throw. Upon failure, they can cast the Scrying spell, on a target of their choice (DC15), but gain 1 level of Exhaustion in the process. The pond allows the use of Scrying once per day. FEEDING KINGFISHER A small, bright, shining blue bird (stat block of a Raven) 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.
33 THE TRAVELING MERCHANT A cart, visibly not suitable to traverse treacherous marshland routes is stuck, one of its wheels nearly fully submerged in thick mud. An angry halfling lady tries to free the wheel, by shoveling dirt with her bare hands, her clothes being already drenched in the mud of the marsh. Getting closer she will ask the players to help and in return she will give them a discount on all wares that the cart has on it. The cart has items from the Adventuring gear table (PHB150) with a value less than 5GP, and aside 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. THE LIAR Walking the opposite way on the road a careless, happy looking half elf male (Commoner) crosses path with the party. He will not engage in conversation unless asked and will keep his slow pace walking the opposite direction. If the party wishes to communicate with him, he will gladly answer to any questions, but every single answer he gives – starting from his name – will be a lie, actively trying to deceive the party. The deception can be uncovered with a contested Deception – Insight check. On the Deception check the Liar has a +5 modifier. Upon his lies uncovered, he will just shrug it off and say – “Well you’ve got me, god day to you!” and will try to leave. At no point of time even after the deception uncovered will he say anything that is true. MOONSHINERS’ DEN A muffled sound of an explosion will alert the attentive adventurers. It is coming from way off to the side of the 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. Getting closer and looking around the players can identify the strong smell of alcohol, and see bottles, fermenting material in barrels, and equipment to boil said fermented material – one of which is broken and charred – as the pressure made it explode. The goblin will not care about the players until the fires are put out – after that they threaten them with a crude dagger and try to intimidate into forgetting whatever they saw right now. If the intimidation fails, he will try to bribe players (10GP). Although he will not share explicitly, it will be clear for players that this is an illegal brewing operation. 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 possible -and will shout for help. Players looking into the water can see that the flow and the thick mud will make it impossible soon to find anything that fell in – and will realize that time is off the essence before the copper spreads or sinks. They have 60 seconds to come up with ideas and help the lady. You can ask them what they would do and roll a related check (DC14). If they succeed, they will be able to retrieve a certain amount of copper. Once the minute is done, finding copper will become impossible. Success Effect Failure on the check, or irrelevant way to help (e.g. sing a song to retrieve copper) No copper retrieved Success on the check 1d20 copper retrieved Success on the check with a 15 or higher 2d20 copper retrieved Success on the check with an 18 or higher 4d20+15 copper retrieved Success on the check with a 22 or higher 2d100+25 copper retrieved The child will be thankful and will share that she was tasked to take religious donations between 2 villages. The money would be used to renovate the churches – so it is a significant and important task.
34 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.
35 MOUNTAIN ENCOUNTERS 1d20 Event 1 The Curious Giant 2 Dwarven Miners 3 Hoard of the Young Dragon 4 The Broken Bridge 5 The Roc’s Nest 6 Rockfall 7 A Cup of Tea 8 Thin Air 9 Above the Clouds 10 Mirror Ice 11 Warm Hearts 12 The Broken Railroad 13 An Armed Trap 14 The Gatherer 15 Mindful Monks 16 Call of the Winter Wolf 17 The Shining Crevice 18 Hard Snowfall 19 Feather Faller 20 Frozen in Ice THE CURIOUS GIANT In a broken wooden hut, wedged into the side of a mountain slope players will see a large figure, a Hill Giant, looking down, hunched. The Giant currently is in process of examining a cartwheel, but has a hard time keeping it in one piece – with each turn braking off a small part – grabbing it with too much strength. The giant is not hostile and is awestruck by any item that looks modern or interesting – things like weapons, magical artifacts, artificial light, and trinkets that otherwise they would not see. If the party gives them something to “experiment” with, the giant will become a loyal ally to them for the time they spend in the nearby mountains. DWARVEN MINERS A group of four, tough looking miners (stat block of a Duergar) are walking carefully down a narrow path pushing an iron cart that is covered with a cloth. The cart contains gold ore, in the value of 2000 GP, but unprocessed. The miners will try to avoid the party and stick to their business – pulling the cart with them. They will not share openly what the content is, in fact, they will actively try to deceive the party. The 4 miners are renegades, having stolen the ore from an official mining expedition, trying their own luck. Descending the path, they start to question their life choices, but it is late to return for them. HOARD OF THE YOUNG DRAGON The adventurers stumble upon a small crevice in a steep mountain face. The crevice is hard to reach – requires a 2-step skill challenge in climbing – a DC14 Athletics, and a DC16 Athletics check to get to the entrance. Inside the party can find a set of broken chests, spilling gold and gems on the ground – but the cave seems rather empty. With a successful DC12 Perception check, copper dragon scales can be found, and claw marks of a Young Copper Dragon. If the players stay in the crevice for the time of a long rest, the dragon shows up – not aggressive but curious as to how the party found the hideout, asking for advice, how to conceal the place better. Upon the party taking the small hoard, the dragon will try to track them down through scent. THE BROKEN BRIDGE A deep crevice cuts off further progress on the steep mountainside. The adventurers can make out a couple of sturdy wooden poles fixed on both sides, dangling from both end a half of a rope bridge – broken in the middle. The crevice is 60 feet wide, 300 feet deep. The bridge may be fixed by players with Mending, or any similar magic, or using rope with a DC14 Dexterity check to create a new link. In case players decide to fix the bridge, later on their journey (maybe even outside of the mountains) they may meet pilgrims, who refer to the miracle of the bridge being fixed, meaning a lot for them, giving renewed hope – and ability to visit a shrine in the heights. THE ROC’S NEST The adventurers may see wooden planks way above their heads on a rock outcropping. The wooden planks are part of a nest, belonging to a Roc. The mountainside is near vertical, and the nest can be reached by 3 consecutive successful Athletics Checks (DC15). If players do not decide to stealth, or roll below the passive perception of the Roc, the bird arrives to the nest 5 rounds after it notices the intruders. The nest contains one large egg, and with successful investigation checks (DC set at your discretion) you can award your players with Magical items, artifacts, weapons or quest clues. ROCKFALL Travelling near a risky, steep incline, suddenly rocks and boulders of different sizes start to fall uncontrollably from the mountain, as a couple of rock formations collapse due to natural causes. The adventurers have 1 round to prepare, before the rockfall reaches them. After the round of preparation, they need to make 3 consecutive Dexterity Saving Throws. The DM can decide to make the throws more, or less difficult, or even negate them entirely based on how the players prepared for the fall. A CUP OF TEA The party finds an opening in the mountain, out of which a small puff of mist or smoke is seeping out into the cold air. Getting closer, they can hear the sounds of a campfire – and investigating they will find a silver
36 haired lady wrapped in thick furs, sitting next to the fire – brewing tea. She is a Druid, who lives out in the mountains and knows the place and nature as the back of her hand. She is friendly and will invite the party for tea – answering any questions they may have about the region. The tea grants resistance to cold for 8 hours. THIN AIR Ascending to a plateau, the air clears, and sun shines brightly to the party. Their natural reflex is to take a deep breath – but the desired effect, the filling of the lungs does not happen. The party can realize that this area is almost devoid of oxygen. The players staying on this plateau need to make a DC12 Constitution saving throw. Upon failure, the lack of oxygenation will impact their abilities in combat and exploration – equal to 3 levels of Exhaustion. The effect goes away 1d4 hours after they descend from the plateau into an area with more oxygen. ABOVE THE CLOUDS A sudden weather change results in the sky clearing and suddenly the party finds themselves above the clouds. Looking around underneath they can only see the milky white “ground” which is a slowly swirling cloud blanket over the underlying terrain. As a GM you can explain that the view fills the hearts and mind of the party with content, and peace. If the party wishes to engage in any way, and uses this opportunity to roleplay, you can reward them with either of the following traits. If they decide to continue pushing without taking the view in – nothing happens. Trait Inspiration Remove one level of Exhaustion Insight (DM selected piece of information) about the goals and tasks the party is currently doing – either validating or warning them about the usefulness of their planned actions. MIRROR ICE As part of a long and tiring descent, the party arrives at a steep incline where the rock faces are replaced with ice – ice that seems so pure and flat like a mirror. It can be shattered with climbing gear and progress can be made upwards – the DM may decide to make the DC higher because of the nature of the ice. A ranger with dragons as favored enemies, or any character with a successful DC18 Nature check will identify that the ice deposit is reminiscent of the traces of a White Dragon being nearby. WARM HEARTS As the evening closes the players will find that cold gets to them – now more than ever. You can explain that their movements slow, and that they feel on the verge of hypothermia – regardless of if they have resistance to cold damage. With a DC12 Insight or Wisdom check players can identify that the long-term exposure to adverse conditions wears down not only the body – but the mind as well. The feeling of unease and cold does not have direct adverse effects on combat and skills – but will not go away until players decide to focus on interpersonal relationships – to help reclaim a healthy state of mind and shake off the adverse effects of long-term cold exposure. After any kind gestures, words, or acts are carried out by a party member – you can explain that the overburdening feeling of cold seems to lift from their mind, and they feel much better. Use this as a way to initiate role play and positive attitude towards each other. THE BROKEN RAILROAD The party finds the remains of a mine train, within a crevice. After a short but precarious descent they can investigate – and identify that the last commute of the mine cart was a disastrous experience – it having been derailed and shattered on the multiple hard and sharp stone surfaces of the crevice. With a bit of luck (DC12 Investigation check) the party can find the cargo – gemstones worth 1000 GP – and a long-frozen corpse – with a letter in a pouch, that details the destination and purpose of the cargo, and a delivery date which expired about 10 years ago. AN ARMED TRAP On a curving path a hidden iron bear trap is placed – activated by a pressure plate, snapping shut on anything that may step on it. The trap can be identified by a DC14 Investigation check, avoided by a DC15 Dexterity check. Upon failure to avoid, the damage taken is 1d8+5 piercing, and the character is Restrained. Shortly after the trap has been triggered (if at all) a halfling hunter will arrive, scolding the party for their recklessness – and sharing random trivia about the bears that live in the region. Random bear trivia Bears in this mountain range find their mate for life, and once their mate passes, they go into a frenzy and eventually recklessly drop into a crevice. All bears have a pink toe on their front right paw. If a bear blinks at you it means that they consider you as part of their family. Bear poop is a treasure, but nobody knows why. THE GATHERER Players can meet a Commoner in a more hospitable area, near a small settlement or outpost. The figure will ask for a warm refresher, and if provided will help out the
37 party – either through giving information or curing a Poisoned condition. You may decide to give the figure an accent that is not common to the mountain region – hence giving you an opportunity to inform players about an other part of your world that they may visit later. MINDFUL MONKS The players may find a circle of 3 meditating Githzerai 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… FROZEN IN ICE The party finds a large patch of transparent ice – inside of which an item of interest is encased deep within the ice (30-40 feet deep). Physical means of entering, and brute force melting will take about 8-10 hours, and result in either exhaustion or loss of multiple spell slots. Reward player creativity with quicker progress and access to the item in the depths.
38 SEA ENCOUNTERS 1d20 Event 1 Merfolk Gambler 2 The Friendly Whale 3 Abandoned Debris 4 The Lost Traveler 5 Air Elemental 6 When Fish Fly 7 A Green Lit Sea 8 Keep it Straight 9 Sea Sickness 10 The Island that Isn’t 11 A Patch of Ice 12 A Patch of Algae 13 Ship Immobilized 14 Reflection 15 Hungry Dragon turtle 16 Illusory Fire 17 Cook Gone Sick 18 Black Powder 19 Song of the Sirens 20 The Crew’s Headache MERFOLK GAMBLER A Merfolk swims near the ship and tries getting on the deck. It shows no aggressive intent, nor do they have any weaponry. Once on the deck it pulls out a set of dice – and looks expectantly at anyone nearby. It wants to play and puts some shiny shells on the deck as bet. You can choose any game you like, the simplest being who rolls higher on the die - wins. After playing a couple of rounds, and either taking the earnings or giving you the shells – the gambler bows and jumps back in the water. THE FRIENDLY WHALE A Killer Whale (without the attack) approaches the ship. The party may not identify first that the creature has no ill intent, but after a short while they can see that it is simply curious and swims along for a while. With a successful DC14 Perception check they can see that the whale has large teeth marks on its fins – indicating some sort of predator it managed to escape 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 clear, that the person does not know the dangers of the open sea and is headed that way with their non seaworthy vessel. Upon questioning the person, they seem determined to reach the other shore, but it also is immediately visible that they have no idea what they are doing. The party may be able to convince the traveler to change their plans – if not, the person will most likely die on open sea. AIR ELEMENTAL On the open sea a patch of water seems to be wavier than the surrounding environment. A DC12 Perception check uncovers an Air Elemental playing with the waves. If the party finds creative ways to entertain the elemental, it may decide to help boost their ship for the upcoming day, travelling at twice the usual speed. WHEN FISH FLY On an early morning right as the sun rises, the party may hear sounds from their cabins akin to that of strong rainfall. Investigating the cause, they will see masses of tiny fish jumping out, soaring on their front wing like fins, and dropping back into the water. The small fish may try to get away from a predator, or their behavior may be related to any other event you decide. The fish are easy to catch, and they are considered a delicacy. Sailors on the ship will be very happy to have a soup or stew made from the unexpected catch. A GREEN LIT SEA A usual night only is interrupted by the sea being unusually bright, taking on a green color. Investigating – there seems to be no real identifiable light source – and when the water is lifted from the sea, it continues to emit light. This phenomenon is caused by an invisible species of algae, that shines dim light after each sunset. Players can decide to bottle up water – providing them a light source for each upcoming evening. The light is dim and covers a 10-foot diameter. KEEP IT STRAIGHT Strong winds try to derail the ship from its original course, prompting a skill challenge to make sure travel is uninterrupted. Through 3 skill challenge rounds a DC20 Strenght check needs to be completed successfully by whoever is at the help of the ship – otherwise the direction of travel changes, increasing travel time towards the destination. The party can help decrease the DC by creative actions such as decreasing the effect of the wind through magical means, using their own strength to hold the sails or any other idea they come up with. For each creative idea, subtract 2 from the helm DC check.
39 Each failure on the check results in 4 hours of added travel time as the ship strays away from the planned path. SEA SICKNESS A rhythmic set of waves starts taking the toll on the party. You can warn them that they start to feel sick – and give them an opportunity to try mitigating the effects of sea sickness before it becomes apparent. Any idea that helps clear the head or soothes the stomach will give an advantage on the saving throw (or give automatic success). Once players decided on how they plan to mitigate, ask them to make a DC14 Constitution Saving throw. Upon failure, they become seasick for 1 day. Sea sickness gives them disadvantage on Dexterity saving throws, and upon using the Dash action while seasick, players need to pass a DC12 Constitution saving throw – Upon failure they fail to dash and will use the time to puke instead. THE ISLAND THAT ISN’T In the distance a small island can be seen on the horizon. If the ship is steered in that direction, soon it will become apparent that the island is a mirage, and it does not get any closer. Time may be lost on this if the players do not try to perceive the distance they are from the island. A PATCH OF ICE A thin sheet of ice will be visible on the sea ahead. It is not hindering the movement of the vessel, nor does it cause damage. Upon investigation the party may find an Ice Mephit that seems to be lost – and wanted to build a lair out in the middle of nowhere – fighting the warmth of the water and the destructive force of the waves. The mephit is desperate and is non hostile. It is willing to join the players, and tag along until a suitable place for its lair may be found. The mephit may become an ally or friend to the players if they help it find a new home. A PATCH OF ALGAE The water gets thick and dark green, and the ship seems to slow down as it enters a patch of algae. If no action is taken by the players, the ship eventually stops. The algae layer covers the top of the sea and is only 5 feet deep. If the water is stirred any way, the ship may be able to resume movement. If sensitive moving parts of the ship spend more than 10 minutes standing still in the algae, they begin to stick together, and become inoperable. SHIP IMMOBILIZED Using with the random encounter “A Patch of Algae” above, the ship of the party may find a ship already 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. HUNGRY DRAGON TURTLE A small Dragon Turtle approaches the ship and starts circling around. It will not attack immediately, but if it does not receive food, eventually it will take a bite out of the hull, and leave the party deal with the leak, having been “fed” this way. If fed with at least 10 days’ worth of rations, the creature leaves, never to return to bother the adventurers. ILLUSORY FIRE The ship’s sails seem to catch fire (the effect of a Minor Illusion spell) as a fairy hidden and living in the cargo bay gets tired of boredom and starts to spice things up a bit. Players can identify that the fire is not real, but every once in a while the fairy may cause other nuisances – using Minor illusion or Prestidigitation to cause chaos. Upon being found – they will thank for the fun times and will say they can grant a wish. The wish – if small and easy to materialize – will be granted instantly – if grandiose – nothing happens. You as the DM decides where the limit is. Regardless of the wish the fairy disappears. COOK GONE SICK The cook on the ship gets terribly sick. Through questioning and investigating it seems that they have a newly developed allergy to seafood. They can’t fulfil their job anymore and now the party has to solve 2 things – who will cook for the rest of the journey? What to feed the allergic cook with? BLACK POWDER The ship the party is travelling with seems to have a hidden compartment which contains a large amount of highly flammable and explosive black powder. Upon it being uncovered – the party needs to decide how to approach this dangerous material. Any aggressive encounter on sea may set the stocks aflame… SONG OF THE SIRENS Within a foggy patch of clear, silent waters the song of sirens may be heard – the effect of which may be negated with a DC18 Wisdom saving throw or imposing on oneself the Deafened condition (either through magic or by obstructing hearing. All members of the crew failing the save will want to steer the ship to a rocky reef. Will the party be able to avoid the crash? THE CREW’S HEADACHE All of a sudden, a headache surges and impacts everyone on the ship – like a wave of negative energy. The effect fades in 1d4 hours and may signify a significant negative event in your world.
40 UNDERDARK ENCOUNTERS 1d20 Event 1 A Ray of Sunlight 2 Draw the Drow 3 Dreaming about the Sky 4 The Forge 5 Unmanned Watch 6 Lost Mining Expedition 7 The Three Gates 8 Spiral Staircase 9 Daylight 10 The Last Wish 11 The Amber Chamber 12 Bet your Life on it 13 Weeping Walls 14 Ahead of Her Time 15 Changed Perceptions 16 Gold Veins 17 The Little Spider 18 Petrified 19 Forgotten Alchemy 20 Distant Whispers A RAY OF SUNLIGHT Through an opening – somehow, some way a ray of sunlight shines through. It seems to attract bugs, and some plant life is around as well – that you may find on the surface. If taken a long rest in this area, the players will benefit from the effect in 4 hours – not having to spend the full 8 hours on resting as usual. DRAW THE DROW A mute young male drow (Stat block of an Assassin) in tattered clothes and scarred face comes towards adventurers with a stack of papers and ink in hand. His tongue is torn out, therefore he can’t utter any words, but thrusts the paper and the ink to the players, and starts to stand in a mighty, heroic pose. Players can identify that the drow wants them to draw him. A DC12 Dexterity check or anything higher and he will be very pleased with the result. If players show other drawings as well, the drow will be enthralled. He can talk through writing undercommon on papers and will be friendly and open to communicate their thoughts this way if players drew him nicely. DREAMING ABOUT THE SKY A portion of the cavern walls is covered with crude paintings about the sky and open horizons. Whoever painted these, has only a slight idea about what the surface may look like. Players may eventually find a goblin who has a set of Painters Supplies. The Goblin may join the party if they promise to lead them out of the darkness for it to see the sky – for real. THE FORGE The party stumbles upon a carved arch, and the remains of a long inoperable forge. It seems crude, but around it with a DC15 Investigation check they may find a +1 weapon of choice. UNMANNED WATCH At a passing near an underground river a crude wooden watchtower is to be found. It is made from debris, and from afar it is not clear if it is occupied. Getting closer though it will become apparent that the watch has died long ago – their skeleton still laying on the top of the watch. Next to them a set of torches, and a letter can be found. The letter states “wait and watch until I command otherwise”. It seems that the command never came… LOST MINING EXPEDITION The party will start hearing muffled voices speaking in common – desperate and angry. Getting closer they will see 5 Commoners who have mining gear and are severely lost. The miners will tell a story that they were on a mission to find gold, but got lost and have been wandering around for days – but you may decide if this story is true or not… THE THREE GATES The party comes to an intersection – with 3 arched gates leading to 3 different tunnels. 2 of the 3 gates lead to an illusion – where after a short while the party is teleported back again to the 3 gates. Only one of the gates leads forward – and after each time a wrong gate is chosen, the right gate’s location changes. The place has magical aura to it, and a Detect Magic spell can identify the right gate to traverse – otherwise a large amount of time may be lost finding the way through. SPIRAL STAIRCASE In a small, cavernous opening the remains of a tower may be found – with a near intact Spiral staircase leading downwards. If the party decides to enter, they descend about 100 feet – and end up in a small laboratory. On the bottom of 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
41 Daylight” which can be triggered once per long rest to emit daylight for 1 minute in a 60-foot radius. THE LAST WISH A dying human male – a husk of a man may be found in the depths – raising an arm and asking the party to carry out one last thing for them – burry them near their hometown on the surface. Before any other questions may be asked – the man passes away. No resurrecting or healing magic works on them – anyone trying such may get suspicious. Passing a DC14 Insight check casters may identify that this was not a real person – though the remains of the body are real. If the wish of the dying is carried out, the party will receive the favor of a god of the good alignment in your world. THE AMBER CHAMBER The party enters a pitch-dark chamber, where the walls seem to be smoother than most. Players with darkvision will not be able to identify the color – deep red – of the walls, only if there is at least a dim light source. Players knowledgeable in jewelry will be able to identify the color and material as amber – and the vast amount here seems to be of massive value. Taking time to mine some amber will risk exhaustion – and after leaving the chamber it will become apparent that the material was an illusion – all that was harvested is worthless, heavy rocks. BET YOUR LIFE ON IT A large stone door obstructs the way forward – with a 3 feet high stone pedestal in front of it. The pedestal has drawings on it – drawings of people drawing blood through various fights. The top of the pedestal houses a chalice, that can hold about 10 ounces of blood. Only once filled, will the door open to allow passage. WEEPING WALLS A portion of the Underdark’s walls seems to seep water that somehow disappears through the ground. The water is salty, like tears. Whose tears are they? It depends on you. AHEAD OF HER TIME The party finds a stainless-steel door – opening it is possible through a button on the rock walls. Inside they see a modern laboratory, with half dead electric lights, and modern equipment. Noone is to be found here – only letters, and a journal – detailing inventions that mean nothing for the party, and disappointment of the inventions not being well received by the public. Where is the inventor? What unusual items may the party find? It is up to you. CHANGED PERCEPTIONS 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 not, you may decide to add to their travel time towards their destination or impose disadvantage om Perception/Investigation checks. GOLD VEINS The party stumbles upon untouched veins of gold. They can use this information to help out communities above the Underdark to gain riches or decide to keep the knowledge for themselves. The amount of gold in these veins is enough for a full town to grow into a large city. THE LITTLE SPIDER A small spider drops gently on the shoulder of a party member. It is friendly and uses small bites to communicate. The communication “style” of the spider is unknown to the party, but they can learn it through experience or with spells to speak and understand animals. Spider action Intended meaning 1 small bite The spider is hungry Rapid tapping Danger nearby One foot pulled along the skin repeatedly Something of interest is nearby PETRIFIED In an underground temple a set of statues may be found – which if a player has already seen a Petrified person, or by passing a DC16 Insight check will be identified as petrified humanoids. There are plenty of them around – and if freed they will not understand how they got there. The people are from a long-forgotten time, and if allowed, they will try to start a new life on the surface, integrating into society. FORGOTTEN ALCHEMY The party may find asset of scribblings in a longforgotten language. Any magic that allows understanding of written text, will uncover recipes of potions (choice is DM discretion) DISTANT WHISPERS Hard to hear sounds of whispers appear as the party travels underground. To hear what they say a successful DC18 Perception check is needed. Upon success choose another party member – and ask them to share what they are thinking of. The thoughts are the words that the succeeding player hears. The cause of this phenomenon is up to you to decide.
42 NPC SETUP APPEARANCE 1d20 Appearance 1 Long blonde hair, wide smile, bright blue eyes, and average height. 2 Bald, brown eyes, dark skin, muscular figure 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. 7 Straight red hair, stern green eyes, lean but muscular figure 8 Greyish hair, blue eyes, slightly chubby physique 9 Purplish, glowing hair, long, straight face, thin lips and tight-fitting white dress. 10 Large black hat, covering most of the face – short figure, strong physique. 11 Wearing a white button up shirt, way too big. Loosely braided reddish hair, careless half-smile. 12 Scarred body, black hair, scarred forehead and one eye missing. Wearing multiple weapons, looking strong – piercing black eyes. 13 Unkept, blonde hair tied to a bun – round, reddish face, full body, surprisingly smooth and quick movements. 14 Short brown hair, leather coat and trousers, thick, but 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 at them, and as you look away – you already forgot. STRENGTHS 1d20 Strength 1 Honesty above all else. 2 Whatever they start, they succeed at. 3 Can convince even the most stubborn of people. 4 Knows a lot of languages. 5 Is instantly accepted by all animals. 6 Military background – knows all about wars and related equipment. 7 The best cook you have ever met. 8 There is no sickness they can’t cure. 9 Has friends in every city and village. 10 Very good at juggling. 11 Has a great 6th sense for danger. 12 Always obeys the law and regulations. 13 Will always give presents to their friends. 14 They love unconditionally and for life. 15 They can tell the weather in advance. 16 They understand magic naturally. 17 They are experts at crafting mechanical things. 18 Whatever sport they try, they excel at. 19 Expert at seafaring. 20 The best haggler there is. FLAWS 1d20 Flaw 1 Hates to open doors 2 Will lie to you at any chance they get 3 Thinks they can tell good jokes, but in reality – the jokes are awful. 4 Always sneezes when they lie 5 Can’t control the volume of their speech 6 Is generous – beyond reason. 7 Kleptomaniac and can’t help it. 8 They are addicted to some sort of substance. 9 They can’t judge situations at all. 10 They can’t behave normally in social situations. 11 Falls asleep every once in a while. 12 Gets angry without reason. 13 They hate some people specifically – without reason. 14 They can’t stand ugly clothes. 15 They can’t count or read. 16 To sleep they need complete silence. 17 They can’t look at blood – they will faint. 18 They can’t eat anything other than a specific vegetable. 19 Gluttony 20 Anything they touch – breaks. SECRETS 1d20 Secret 1 Made a deal with a devil 2 Killed their own parents 3 Visits brothels every chance they get 4 Stole a very valuable artifact. 5 Wanted in most big cities. 6 They escaped hell – defied death. 7 Once they burned down a farm. 8 They are a doppelganger. 9 They sold their children to slavers. 10 They ran away from home.
43 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: [email protected] DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 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 permission 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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