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Published by ahtensfield7, 2021-11-06 01:14:37

Level Up Trials & Treasures

Level Up Trials & Treasures

Chapter 3: Encounter Design

Lava Miring Ground

A creature that touches lava takes 16 (3d10) ongoing Sludge, tar, or sufficiently deep and sticky mud can
fire damage. When a creature first enters into an provide real danger to creatures caught in them.
area of lava or starts its turn there, it takes 33 (6d10)
ongoing fire damage. A creature submerged in lava Miring ground is difficult terrain. In addition,
takes 55 (10d10) ongoing fire damage. This damage when a creature starts its turn in miring ground, it
persists for 4 rounds after the creature leaves the begins to sink and makes an Athletics check (DC 12
lava. A creature ends all ongoing damage from lava + 2 per round spent in the area) to continue moving.
by using its action to wipe away the molten rock. On a failure, its Speed is reduced by 10 feet. When
this reduces a creature’s Speed to 5 feet or less it
Low Gravity begins sinking 1 foot deeper into the miring ground
at the end of each of its turns. A sinking creature
The ranges of ranged weapons are doubled, as are can be freed with an Athletics check equal to the
all jump distances. Falling damage is treated as half DC of its last failed check against the miring
the distance in the area. In addition, damage from ground. A sinking creature that becomes
bludgeoning weapons is reduced by half. submerged begins suffocating if it is unable to
hold its breath. Any creature trying to aid a sinking
Magnetized Ore creature must have a solid surface to stand on or a
fly speed, but can use ropes or similar means to do
Magnetized ore wreaks havoc on the use of so at a distance.
compasses or any natural sense of direction,
making both useless within 500 feet. Poisonous Plants

While within 50 feet of magnetized ore, a creature Spotting the telltale signs of dangerous vegetation
wearing heavy armor made from metal or attacking requires a DC 15 Nature check. Poisonous plants
with a metal weapon has disadvantage on its attack can be as sparse as a few shrubs or as pervasive as
rolls, Strength and Dexterity checks, and saving fields of harmful groundcover.
throws made against fatigue.
When a creature starts its turn within the area or
Memory Crystals enters the area for the first time on a turn, it makes
a DC 10 Constitution saving throw, taking 3 (1d6)
Recognizing a memory crystal for what it is poison damage on a failure, or half damage on
requires a DC 20 Arcana check. When a creature a success.
with prepared spells is within 30 feet of a memory
crystal, at the start of its turn it must make a DC
15 spellcasting ability check or lose one randomly
determined prepared spell.

When destroyed (DC 17 Strength check, AC 7, 2 hit
points) a memory crystal explodes with dangerous
magic in a 10-foot radius. Each creature in the area
makes a DC 20 Charisma saving throw, taking 14
(4d6) psychic damage on a failed save, or half as
much damage on a successful one.

An area filled with memory crystals requires a
creature to succeed on a DC 8 Acrobatics check at
the end of each of its turns to avoid breaking any
of the dangerous gemstones.

49

Trials & Treasures

Rushing Liquid Vacuum

Standing in rushing liquid halves the speed of a An area of vacuum has no air, so creatures that
creature moving against the current and doubles need to breathe must use another source of air or
the speed of creatures moving with it. At the start begin to suffocate once they cannot hold their
of each of its turns, a creature in knee-high rushing breath. In addition, the area carries no sound, so
liquid makes an Acrobatics or Athletics check to hearing-based checks made to perceive automati-
keep its footing. On a failure, it is knocked prone cally fail and spells with vocalized components
and moves a number of feet in the direction of the cannot be cast. A creature with its own air supply
current equal to the amount it failed the check by may cast spells with vocalized components, but
(rounded up to the nearest 5 feet). The check is still cannot hear. Vacuum is also utterly chilling,
DC 11 if the rushing liquid is knee-high, DC 14 if dealing 11 (3d6) cold damage to a creature at the
waist-high, DC 17 if chest-high, and DC 20 if the start of each of its turns in the area.
creature’s feet cannot touch the bottom. A creature
moving with the current has disadvantage on this Webs
check. A creature driven into a solid object by the
current (such as a rock) takes damage as if it had Whether created by massive insects or swarms of
fallen a number of feet equal to the distance it was smaller creatures, these sticky strands ensnare and
moved by the current (minimum 1d6 bludgeoning, capture creatures that fall afoul of them. An area of
piercing, or slashing damage). Standing up from webs is difficult terrain, and when a creature starts
prone in rushing liquid requires an Acrobatics or its turn within the area or enters the area for the first
Athletics check with a DC equal to DC to keep time on a turn, it makes a DC 12 Dexterity saving
footing. A creature that loses its footing is considered throw or becomes restrained. Restrained creatures
underwater (see below) until it regains its footing. can use an action to make a DC 12 Acrobatics or
Athletics check, escaping on a success.
Strong Winds
A 10-foot cube of webs has AC 10, 15 hit points,
Ranged weapon attacks and Perception checks that vulnerability to fire, and immunity to bludgeoning,
rely on hearing have disadvantage in high winds. In piercing, and psychic damage.
addition, it extinguishes any open flames, disperses
fogs and smoke, and forces any flying creature to Yellow Mold
land before the end of its turn or fall.
This sickeningly yellow mold only grows in dark
Underwater places and is extremely sensitive to movement nearby.

A creature that cannot breathe water begins to Yellow mold covers a 10-foot radius area. When
suffocate underwater once it cannot hold its breath. a creature moves within 30 feet of a patch of yellow
In addition, creatures without swim speeds have mold, at the start of its turn spores are released
disadvantage on attacks made using any weapon and it makes a DC 15 Constitution saving throw.
other than a dagger, dueling dagger, javelin, shorts- On a failure, the creature takes 11 (2d10) ongoing
word, spear, or trident. Ranged weapon attacks poison damage and becomes poisoned for 1 minute,
automatically miss beyond their normal range continuing to take ongoing damage until it is no
underwater, and bludgeoning and fire damage are longer poisoned. At the end of each of its turns,
halved. A creature that takes damage while holding the poisoned creature can repeat the saving throw,
its breath underwater must succeed on a concentra- ending the effect on itself on a success.
tion check or immediately begin suffocating as if its
breath had run out. Yellow mold is destroyed by sunlight or any
amount of fire damage.

50

CHAPTER 4

Exploration

• A band of passing nobles are overwhelmed Sometimes hitting things takes a back seat.
Exploration is far more than just travel or filler
by the bard’s roadside performance, so between encounters, or a way for Narrator and
thrilled with the melodies he plucks out adventurers to use their skills and develop creative
that they reward him with a tincture they problem solving  — it is the inclusion of the world as
claim will protect him should his lute’s a character that is dynamic and influential. More
strings fail while entertaining the dragon than a pretty backdrop, the environment can be a
said to be lurking nearby. significant element in storytelling and exploration
makes it an eminent part of the game.
• While the rest of the adventurers hurry
Diamond fiddles with the chain decorating her curved horns,
across the dunes the ranger tarries behind, looking at the yawning canyon in front of the adventurers.
slowed by the careful sweeping of her “Please tell me I don’t have to climb down that.”
saber. The party learns days later that
her caution saved them all, their pursuers “Not necessarily,” the gnome next to her says. “I talked
slowed by tracks lost to the sands. to a guy a few villages back who said there was still a
bridge. However, uh, he passed on a decade ago so I’m
• The marshal makes some quick calcula- not sure if it’s still around.”

tions and swears as she realizes there’s no She sighs, casually checking to make sure her gear is
time to waste. To reach the Dread Sage’s secure. “Nox, what have we said about asking questions
keep before the ritual can be completed, of the dead?”
they have to make the dangerous trek
directly across the Clawpeak Mountains.

51

Trials & Treasures

“What?” they ask, scratching their head. “He was very Memorable Locations
nice. How do you think I knew to order the amber ale
rather than the mead at that inn?” Using unique locations to have confrontations and
explore the setting can leave an indelible mark on a
“Focus, please.” Maika cuts the two of them off with a campaign — a boring conflict changes if the location
thump of her staff against the ground. “So we could try is dynamic. A bell tower, cliffside nest, cloud city,
and climb down, or we could go look for a bridge that massive foundry, frozen lake, or expanse of black
may or may not exist anymore.” sand all make for strange locations, especially if
battle begins and the environment has significant
“I vote bridge,” Diamond immediately replies. “I will fall.” effects on the combat.
“If we spend a day looking for the bridge and can’t find
it, though,” Maika asks as she reaches into a pouch and New Solutions
absentmindedly feeds the sparrow perched on her shoulder,
“can we afford to lose the time?” When the adventurers and enemies clash, the
The two women look at Nox, who simply shrugs their environment can create a new goal, a focal point
shoulders. “I don’t do flying magic. It’s gotta be one of in which damage dealing isn’t the best course
the two.” of action. Another swing of a sword or blast of
Diamond groans. “You’re right, we’re in a hurry  — but eldritch energy may not be the best choice if the
someone other than me is tying the knots.” Retrieving a coil chamber is flooding, a ceiling is collapsing, or a
of rope from her back, she goes in search of a tree to tie it to, wall of water sweeps over the docks.
startling lizards from the spiky underbrush as she walks. A
gnarled juniper serves her purpose just fine and she beckons Tension
her companions over to assist.
Many groups fall into the trap of ‘analysis paralysis’,
Familiarity overthinking and underacting, but the dangers posed
by the environment can escalate to force adventurers
Every player can relate to the weather in their into action! For example, flooding, mudslides, snow-
hometown and we all feel sympathy for those who storms, and hurricanes could all be mitigated if the
are beset by inclimate weather in places around PCs push forward. Angry mobs, gathering patrols,
the world. Narrators can use relatable conditions burning buildings, and collapsing structures are also
to enhance roleplay, making a group feel a greater escalating dangers the party may want to escape.
sense of realism and investment in the setting. Even classic dungeon traps like tilting floors, flooding
chambers, and portals disgorging hungry beasts can
Foreshadowing build tension — if the party does not move, the
environment might move them instead.
While surprises can be exciting, they might also
feel like punishment. Instead the Narrator should
use the environment to leave clues for adventurers,
placing obstacles and challenges in the setting as
needed for the campaign. For example, dark clouds
on the horizon might presage torrential rain, high
winds, and lightning strikes. Rapidly dropping
temperatures are a warning of coming snowfall,
frostbite, and freezing rain.

52

Chapter 4: Exploration

Use and Abuse the Environment The Journey

You want to knock an opponent over, but where? At the heart of exploration is the journey, or the
How about over a balcony, into a pool of acid, down story that happens while the adventurers travel
a muddy hill, or sliding across that frozen lake. A from origin to destination  — surviving the elements,
character could kill a single ogre in one strike, while discovering new places, and overcoming the obsta-
an ally could be more effective by causing a landslide cles presented by the environment. This section
that crushes a dozen ogres  — and an enemy could do provides the rules and resources for running a
the same. Both the adversaries and the adventurers journey from start to finish.
should take advantage of their surroundings.
Before a journey, the party sets their travel pace,
Winning At Exploration or how fast they’d like to go. The Narrator deter-
mines the difficulty of the journey itself and the
When the environment plays its full part as the number of encounters the adventurers have on the
third entity in the triangle of conflict, winning journey. Some encounters might be a fight against
means more than dealing damage. one or more monsters or happening across other
travelers, but they’ll also have to contend with the
A to B. The adventurers must get across a world itself in exploration challenges.
dangerous region. Crossing a raging river, frozen
lake, crumbling cliff, narrow rope bridge, or Navigation
getting to high ground become just as important
as dodging a foe’s blade. Fighting enemies may When the adventurers have a map (see Survival
be involved but the goal is to get from origin to Gear, Chapter 4: Equipment in the Adventurer’s
destination, not stay and fight. Guide) there is little chance of them getting lost.
The mystery lies in the time it takes them to reach
Close the Gate. This is a catchall for sealing their destination, and the challenges that they face
an entry, be that a door, magical portal, or an along the way. Without a map, adventurers always
actual gate holding back a dire threat (for example know which region (see below) they are in, but are
monsters, flood waters, or gallons of slime). The not usually aware of adjacent regions (unless one
solution might require brute force  — moving a of them takes the Scout journey activity). They
boulder, slamming a door shut, or sliding a giant can journey from region to region, making choices
stone cube  — or a specific key such as reading along the way  — for example, the party might be
a ritual, grasping magic rods, or disabling in Rolling Grasslands, and need to decide between
chanting cultists. hiking Lofty Mountains or chancing a Feywood
as their next step before finally reaching some safe
Survive. Sometimes it’s just a matter of taking Open Roads leading to their destination.
the hits. The environment can unleash brutal
onslaughts upon both body and mind, offering Travel Pace
no alternative but to hunker down and wait out
the storm (literally or figuratively). Adventurers can travel at a normal, fast, or slow
pace, which determines the distance they cover in
Win the Race. An enemy may want to get to a day of travel (see Table: Travel Pace). While a fast
a location before the adventurers and the game’s pace might shorten the time required for a journey,
eminent challenge becomes rapidly crossing a moving so quickly makes travelers less aware of
region, avoiding delays, and getting to the goal the dangers around them. Likewise, a steadier slow
first. Examples include getting onto a rising pace prolongs a journey but adventurers can stay
drawbridge, rolling beneath a lowering port- alert, cover their tracks, and move more stealthily.
cullis, catching a drifting boat leaving shore, the The effects from traveling faster than a slow pace
first to snatch a magic item, finding shelter from are cumulative.
a storm, or reclaiming panicked mounts before
they disappear into the wilderness.

53

Trials & Treasures

TABLE: TRAVEL PACE

PACE MINUTE HOUR DAY EFFECT

Crawl 50 feet ½ mile 4 miles Advantage on Survival checks to cover tracks

Slow/Wagon 200 feet 2 miles 16 miles  — 

Normal 300 feet 3 miles 24 miles Unable to use Stealth

Fast/Mounted 400 feet 4 miles 32 miles –5 penalty to passive Perception and disadvantage
on Perception checks

Gallop 800 feet 8 miles*  —  Disadvantage on Survival checks to track

* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.

Journey Checklist Fatigue. Creatures suffering from two or
more levels of fatigue cannot travel faster than
When making a journey, follow these steps. at a normal pace. Creatures suffering from three
1. Based on the world map, the Narrator determines or more levels of fatigue cannot travel faster
which Regions exist on the route. than at a slow pace. Creatures suffering from
four or more levels of fatigue cannot travel faster
2. For each Region determine the travel distance, travel than a crawl.
pace, and resultant travel time.
Forced March
a. The Narrator determines the Region’s traits
and task DC, and rolls 1d20 to determine the Adventurers on a journey can travel for up to 8
prevailing weather. hours in a day before requiring a long rest to rein-
vigorate themselves and continue  — any further
b. Each adventurer selects one or more journey and they may exhaust themselves. For every addi-
activities and makes relevant checks. tional hour of travel past 8 hours, an adventurer
makes a Constitution saving throw at the end of
c. The Narrator rolls for one or more encounters the hour (DC 10 + the number of additional hours
using the appropriate tiered table for that Region. of travel), suffering a level of fatigue on a failure.
These may be monsters, exploration challenges, The party can set the pace, increasing the DC of
social encounters, or scenery. the saving throw for a normal pace (+1) or fast/
mounted pace (+2).
d. Determine Supply usage and apply fatigue
if necessary. For example, after traveling for 8 hours a party
decides to push themselves and continue the day’s
3. Repeat step 2 for each Region. journey for 1 additional hour at a normal pace. At
the end of the hour they’ve traveled another 3 miles,
4. Arrive at your destination! but each adventurer makes a DC 12 Constitution
saving throw (10 + 1 additional hour + 1 for normal
The order in which journey activities are resolved and pace), suffering a level of fatigue on a failure.
when encounters take place is up to the Narrator, although
we suggest that you resolve journey activities, and then run
any encounters.

54

Chapter 4: Exploration

Mounts and Pack Animals • At the Narrator’s discretion a beast can
hunt, forage, or graze before taking a long
Mounts such as riding horses can only travel for rest, only requiring Supply if the region is
about an hour a day at the gallop pace listed in not plentiful enough for it to do so.
Table: Travel Pace. While mounts and pack animals
may be useful on a journey, they are also a respon- • Supply consumed while in another form (like
sibility — each mount requires its own Supply, may while under the effects of a polymorphing
have difficulty traveling in different kinds of envi- spell or a druid’s wild shape) is wasted and
ronments, and can become a liability during certain provides no nourishment when a creature
exploration challenges. For example, it may be returns to its normal form.
difficult to lead a mount through a swampy area
or have it traverse a landslide. When adventurers run out of Supply while jour-
neying, they can access more in a few ways. Some
Resting and Havens journey activities allow adventurers to forage for
more food and water. Boons and discoveries, which
While on a journey, adventurers are only able to are common rewards for exploration challenges,
recover from fatigue or strife on a long rest when may lead to more Supply. As a last resort, the party
they have access to a haven. A haven is a place to may need to take a detour to the nearest town, find
get a meal and a full night’s sleep without the reason- a wandering merchant, or even abandon the journey
able risk of attack or harm from the elements. For and head home.
example, an inn is considered a haven, but a camp-
site where adventurers must take turns keeping In some campaigns the wilderness is just the gap between
watch through the night is not. Some spells and dungeons and plot points, and in others battling against
class features may create havens. the elements and nature is a major focus. Consider the
following two alternate methods of supply tracking to
Tracking Supply better fit the campaign:

Mundane consumable items like food and water are Casual Supplies. These rules are best used in adventures
simplified into a single item called Supply. When an where surviving the elements is not a major theme.
adventurer gains access to food and water, they can
add Supply to their inventory. Basic rations (dry food • A creature is assumed to eat and care for itself as
and water) usually costs 5 silver for 1 Supply, but needed and rations are not tracked.
finer foods may cost more.
• As long as a creature has access to its gear, it’s assumed
• 1 Supply consists of enough combined food to have packed enough food and water to sustain itself
and water to sustain a Small- or Medium- during any journey.
sized creature for a day.
Desperate Supplies. Adventures where wilderness survival
• Large-sized creatures require 2 Supply each is the primary theme are best served with these rules.
day. Creatures of Huge size or larger require an
amount of Supply determined by the Narrator. • All mundane consumable items must be tracked
separately and must be stored in proper containers
• A creature can carry a number of Supply (see Containers, Chapter 4: Equipment in the
equal to its Strength score in addition to the Adventurer’s Guide).
rest of its gear. A Large-sized creature can
carry Supply equal to twice its Strength score. • Throughout the course of a day, Medium-sized creatures
must consume at least 1 pound of food and 1 gallon (8
• Whenever a creature takes a long rest, it must pounds) of water (or half as much if Small-sized, or twice
consume a Supply. If it does not, it gains a level as much if Large-sized). When a creature completes a
of fatigue. long rest without having consumed its required food and
water, it gains a level of fatigue.

55

Trials & Treasures

Weather Events on the map. Regions are important building blocks
of the world, and each region has its own properties
Roll 1d20 to determine the general weather in each and encounter tables. Later in this chapter are some
region. That weather is primarily descriptive and used common regions for Narrators to use.
by the Narrator to set the scene. Occasionally, exploration
challenges result in extreme weather events. These include Combined Regions. Sometimes an area on the
the following. map might fit the description of more than one
region. The Narrator may choose either region,
• Blinding Blizzard (CR 1) • Killing Cloud (CR 18) combine both, or create a new region.
• Choking Smoke (CR 11) • Primordial Tornado
• Dense Fog (CR 6) Terrains. A region can have more than one
• Flash Flood (CR 6) (CR 12) kind of terrain and those listed are general
• Flood (CR 3) • Sandstorm (CR 7) suggestions for the most common types to be
• Hail Deluge (CR 8) • Sunspots (CR 11) found there. Ultimately the types of terrain in a
• Hail Storm (CR 1) • Thunderstorm (CR 3) region are at the Narrator’s discretion and the
• Haze (CR ¼) • Tornado (CR 10) needs of the campaign.
• Hoar Frost (CR 15) • Tsunami (CR 17)
Regions and Tiers. Each region on the map
Vehicles is designated with a tier (from 0–4) which
corresponds with the adventuring tiers of play
Not all travel is done by foot or hoof. Vehicles are introduced in Chapter 1: Character Creation, in
used by many adventurers to help travel the vast the Adventurer’s Guide. Any region can be any
distances of the world. tier, but some regions lend themselves towards
certain ends of the scale; for example, a tier 3
Land Vehicles. Wagons and carts are unable to Country Shire would be highly unusual, but a
go faster than a slow pace, but some land vehicles tier 2 Feywood would not.
can choose at which pace to move. Stealth cannot
be used while journeying in a land vehicle, and The combination of region and tier allows for
they require a DC 13 land vehicle check every day a wide array of building blocks with which to
spent traveling at a fast pace. On a failure, the build the game world. A tier 1 Feywood might
vehicle suffers a malfunction (see Malfunctions, be a small forest on the edge of a village where
Chapter 4: Equipment in the Adventurer’s Guide). it is rumored that satyrs play in the moonlight,
while a tier 4 Feywood could be home to powerful
Water Vehicles. Water vehicles are restricted by and capricious fey beings, or ruled by an ancient
the speed of the vehicle and gain no benefits from green dragon.
a slow pace, but have no penalties for moving at
a fast pace. Depending on the vehicle and crew A region’s tier determines the difficulty of the
size, a ship can travel up to 24 hours a day. challenges encountered within. Exploration and
monster encounter tables are all categorized by
Regions tier, making it easy to select tier-relevant encoun-
ters. Of course, exceptions can and do exist, and
A region is an area of the world, defined geograph- a powerful monster can wander into that tier 1
ically by its physical features. It might be a vast Country Shire, or a cruel necromancer might
forest or a sandy desert; or it might be a snow-tipped make their lair on the outskirts, but such an
mountain range or a stretch of underground caverns. occurrence is not typical of that region and is
Regions are often  — but not always  — named areas usually used as the subject of an adventure
rather than a random encounter.
56
It should be noted that it is possible for a
low-level party to wander into a region too
dangerous for them. The Narrator should
provide clues to the danger level and  — where
appropriate  — allow for some means of escape
should the adventurers find themselves in over
their heads.

Chapter 4: Exploration

Party-Appropriate Challenges. In some That chill feeling might be mere scenery, but it
games the Narrator may prefer not to designate might be the sign of some kind of undead spirit,
regions with a default tier, and instead present or it might foreshadow a weather event.
the adventurers with encounters and challenges
appropriate for their level. Each region presents encounter tables which
include all four encounter types. The Narrator can
Weather roll on these tables, choose an option, or introduce
something new.
Each region contains a short list of randomly gener-
ated weather options. These are generally limited Along a journey the Narrator should employ
to non-extreme weather conditions, including clear, a mix of combat encounters, social encounters,
overcast, mist, rain, and snow, and are purely descrip- exploration challenges, and scenery. Exploration
tive tools to help the Narrator set the scene  — they challenges, which are detailed later in this chapter,
do not affect the adventurers. More extreme weather have assigned tiers and challenge ratings that
events are treated as exploration challenges (see page correspond to adventurers’ levels. It is assumed
@@) and include phenomena like blizzards, dense that high-level adventurers are able to pass tier 1
fogs, hail storms, sandstorms, tornados, thunder- exploration challenges without much effort, but a
storms, and more. tier 4 exploration challenge poses a major threat.

Roll a d20 for weather once for each region. Ultimately how many encounters adventurers have
In the winter season, add 5 to the roll, unless the while traveling is at the discretion of the Narrator,
region is in a notably warm or tropical clime. but in general it’s recommended that the party has at
least one encounter (combat, exploration, or social)
Encounters in every region they journey through to make it
memorable. Some regions are going to have more
Each region the adventurers travel through will encounters than other regions  — either because they
include one or more encounters. The Narrator are tumultuous, the area plays an important part
decides how many encounters the party has. in the campaign, or they are large in size  — and the
types of encounters the party might have in a given
Encounters include four categories: explora- region are listed in its Exploring table. Depending
tion challenges, monsters, social encounters, and on the needs of the game and campaign setting,
scenery. It is important that the players do not not the types of encounters, frequency of encounters,
know which type of encounter they’ve stumbled and difficulty of certain journey activities might
into  — it should be introduced to them narratively. be different.

57

Trials & Treasures Journey Activities
58
Adventurers have the option to participate in activ-
ities while traveling in order to pick up some extra
resources, improve the conditions of their journey,
or learn more about the world around them.

Difficulty Class. The DC of a journey activity
is based on the region’s tier: tier 0   —  DC 10,
tier 1 — DC 12, tier 2 — DC 14, tier 3 — DC 16,
tier 4 — DC 18. Depending on the region, some
journey activities are made with either advan-
tage or disadvantage. For example, the Scout
journey activity in a tier 2 Blasted Badlands is
DC 14 and the check is made with advantage.

Experienced Travelers. The Busk and Rob
journey activities are most profitable for novice
adventurers, but experienced travelers can
sometimes pick out a mark carrying confiden-
tial materials instead of gold, and nobles seek
out performers of note wherever they might be.
Additionally, when an adventurer is attempting
to gather a specific component of 100 gold or
less with Gather Components, they can roll
with disadvantage, finding it on a success.

Modifying DC. The Narrator can raise the
DC on a journey activity based on extenuating
circumstances. Here are some suggestions for
modifying a journey activity’s difficulty class:

• Inclement Weather (+2) may impede an
adventurer’s ability to search for things with
the Scout activity, or lead to fewer people on
the road (making the Busk and Rob activi-
ties more difficult).

• Multitasking (+3) uch as attempting a
journey activity while trying not to be
discovered, may make it harder to attempt
the check.

• Hostile Territory (+4) may make it difficult
to interact with the locals, impeding a check
made to Busk or Gossip. It may be dangerous
to stop, so taking the Pray activity or using
Scout is harder to do.

Adventurers choose how long (in days) to engage
in an activity, making a single check for that dura-
tion, and many activities grant additional rewards
based on the time spent doing them. For example,

Chapter 4: Exploration

when using the Busk activity, a PC gains gold for Success. The adventurer gains 1 gold per day
each day they perform that activity. An adventurer of travel plus 1 gold for each point they beat the
is free to divide their travel across a region into DC by.
different activities, performing each for a number
of days. When determining how many days the Critical Success. The adventurer gains 2 gold
adventurer is undertaking an activity for, count the per day of travel plus 1 gold for each point they
total number of days and roll once, even if those beat the DC by, and one passerby gifts them with
days are not consecutive. a random magical item worth 50 gold or less.
Only one such gift can be earned per region.
When making an ability check for a journey
activity, an adventurer may achieve a success or Chronicle
a failure, or a critical success or a critical failure,
each with a different outcome. An adventurer that writHV down observations of
landmarks, customs, or PapV can make a
Befriend Animal History check. 7KLV DFWLYLW\ FDQ EH WDNHQ RQFH
SHU UHJLRQ DQG WDNHV WKH HQWLUH UHJLRQ
An adventurer can make friends with a wild animal
(a beast with a challenge rating equal to or less than Critical Failure. The adventurer slips, falls, or
1/3rd the party’s total level) by succeeding on an otherwise bumbles during the journey, destroying
Animal Handling check. their journaling scrolls or the book they were
writing in.
Critical Failure. The adventurer scares or
angers the animal, which attacks them. Failure. The adventurer fails to record
anything of note or value.
Failure. The adventurer is unable to befriend
the animal. Success. The adventurer gains an expertise
die on future History or Survival checks made
Success. The adventurer befriends one animal. within or about the region for each day spent
The animal follows the party through the region doing this journey activity.
until it spots danger. Adventurers can assume
that when the animal runs off that something Critical Success. As a success, and the
dangerous is following them or hidden nearby. adventurer discovers a Boon or Discovery
The adventurer who befriended the creature can about the region. Only one such boon can be
then make a Perception check contested by the gained per region.
hidden creature’s Stealth check in order to spot
the danger. Cook

Critical Success. As a success, but the animal By acting as the party’s cook and quartermaster,
also leads the adventurer to a Boon or Discovery. with a cook’s utensils or Survival check an adven-
Additionally, the adventurer gains advantage on turer can help ensure that everybody remains fed.
their Perception check to spot a hidden danger.
Only one such boon can be gained per region. Critical Failure. For every two creatures
being fed, the Supply requirement to feed
Busk them is increased by 1 Supply.

Adventurers can entertain passersby with a successful Failure. The cooking is adequate, but has no
Acrobatics, Athletics, or Performance check. special effects.

Note: To perform this journey activity, the party Success. For each day spent doing this journey
must be in a populated area such as a Country Shire, activity, the Supply requirement to feed 4 creatures
Open Roads, or an Urban Township. eating the meal is reduced by 1 Supply (up to a
maximum number of creatures equal to twice
Critical Failure. Passersby steal 3d4 gold the adventurer’s proficiency bonus).
from the adventurer.
Critical Success. As a success, and each
Failure. The adventurer earns no money. creature being fed gains one additional hit die to
spend on each day they are fed by the adventurer.

59

Trials & Treasures

Cover Tracks Failure. The adventurer finds no components.
Success. The adventurer finds 1d4 gold worth
While moving at a slow pace, an adventurer can of components per day, plus 1 gold worth of
cover the party’s tracks with a Survival check so components for each point they beat the DC by.
that it is harder for pursuers to follow. The adven- Critical Success. The adventurer finds 2d4
turer’s Survival check result is the DC for any gold worth of components per day, plus 1 gold
pursuer’s Survival check to track them. worth of components for each point they beat
the DC by.
Critical Failure. The party leaves an obvious
trail, and their pursuers gain a day’s worth of Gossip
travel covering the distance between them for
each day spent doing this journey activity. Success on an Investigation or Persuasion check tells
an adventurer the local news and rumors.
Failure. The party leaves a trail, and their
pursuers continue to harass them. Critical Failure. The party learns a false rumor.
Failure. The party gains no rumor.
Success. The party manages to put an extra Success. For each day spent doing this journey
day between themselves and their pursuers for activity, the Narrator reveals an engaging rumor
each day spent doing this journey activity. or tidbit that could lead the party on a new side-
quest or support the main plot of the campaign.
Critical Success. The party lose their pursuers. Critical Success. As a success, and local
gossip leads the party to a Boon or Discovery.
Entertain
Harvest
With a successful Performance check an adventurer
can help keep the party’s spirits high. Each party An adventurer that succeeds on a Medicine or
member can only benefit from this journey activity Nature check finds plants to refill a healer’s satchel.
once per week.
Critical Failure. The adventurer accidentally
Critical Failure. The adventurer’s performance picks plants about to decay or rot, destroying 1
is so bad that the party gains a level of strife. use of their healer’s satchel realizing it.

Failure. The party is not entertained. Failure. The adventurer finds no plants.
Success. The next time the adventurer or an Success. The adventurer finds plants to refill 1
ally would suffer a level of strife, they do not. use of a healer’s satchel for each day spent doing
When this journey activity is performed for this journey activity.
multiple days, the adventurer or ally gains an Critical Success. As a success, and the adven-
expertise die on saving throws made against turer finds plants which duplicate the effects of a
strife for each day spent carrying out this potion of healing. This benefit can only be gained
journey activity. once per week.
Critical Success. The adventurer and any
allies each recover one level of fatigue or strife. Alternatively, an adventurer can choose to make
This benefit can only be gained by each adven- an herbalism kit check or poisoner’s kit check (see
turer once per week. Chapter 4: Equipment in the Adventurer’s Guide).

Gather Components Hunt and Gather

Adventurers that gather supplies useful for the It’s often fruitful for an adventurer to track and kill
material components of spellcasting can make an game, or forage for food and water, along the road
Arcana or Nature check. with a Survival check.

Critical Failure. The adventurer acciden-
tally picks components about to decay or rot,
destroying 1d4 gold worth of their own material
components before realizing it.

60

Chapter 4: Exploration

Critical Failure. The adventurer gains toxic Scout
Supply, and the entire party suffers a level of
fatigue. An adventurer roams at a distance from the party,
making a Perception check seeking vantage points
Failure. The adventurer gains no Supply. to look ahead. This journey activity may only be
Success. The adventurer gains 1 Supply per performed once per region DQG WDNHV WKH HQWLUH
day spent doing this journey activity. UHJLRQ
Critical Success. The adventurer gains double
the Supply. Critical Failure. The adventurer gets lost
and suffers a level of fatigue before returning
Pray to the party.

While traveling many choose to connect with deities Failure. The adventurer learns nothing useful.
and spirits. An adventurer makes a Religion check. Success. The party automatically learns one
region which adjoins the current region for each
Critical Failure. The gods are displeased. day spent doing this journey activity. Addition-
Each party member discovers that 1 Supply ally, the party gains advantage on Perception
has spoiled. checks made against any attempts to surprise or
ambush them during the period that the adven-
Failure. The gods do not listen. turer is scouting.
Success. The adventurer receives a blessing Critical Success. As a success, and the
for each day spent doing this journey activity, adventurer finds a handy path. The party gains
gaining an expertise die on the next ability half a day’s travel for each day spent doing this
check they make in this region. journey activity.
Critical Success. The entire party gains an
expertise die on their next ability checks made Track
in this region, and the gods lead the adventurer
to a Boon or Discovery. A designated tracker can ensure that the party
remains on the trail of their prey with a Survival
Rob check. This check is opposed by the Survival check
of the creature being tracked if it is attempting to
Adventurers can force others into handing over their hide its tracks, or the region’s journey activity DC
coins with a successful Intimidation check, or pick- if it is not.
pocket travelers with a successful Sleight of Hand
check. To perform this journey activity, the party Critical Failure. The party loses their prey.
must be in a populated area such as a Country Shire, Failure. The party falls back an extra day
Open Roads, or Urban Township. This journey between themselves and their prey for each
activity usually takes a week to complete. day spent doing this journey activity.
Success. The party continues to follow
Critical Failure. A potential victim turns out their prey.
to be a rival adventuring party of similar capa- Critical Success. The adventurer finds an
bilities and a fight ensues. obvious trail, and the party gains a day’s worth
of travel covering the distance between them
Failure. No gold is gained. and their prey for each day spent doing this
Success. The adventurer gains 1d8 silver per journey activity.
week of travel. When this journey activity is done
in fewer than 7 days, the adventurer instead gains
half as much gold (minimum 1 gold).
Critical Success. As a success, and the adven-
turer gains a magic item worth 100 gold or less.
This benefit can only be gained once per region.

61

Trials & Treasures

Blasted Badlands 65–66 Ochre Jelly Monster

These deserts are notorious for their many capri- 67–69 Haze Exploration
cious ruins, the devastated landscape the biggest
mark left upon the world by the forgotten civiliza- 70–71 Ogrekin Monster
tions that once flourished there. Monsters aplenty
roam the wastes as well, so adventurers jour- 72–74 Poisonous SnakeG Monster
neying through it encounter many creatures and
constructed terrain exploration challenges. 75–77 Lost Item Exploration

Terrains. Desert, laboratory, mountains, 78–80 RatG Monster
ruins, subterranean, swamp, temple, tomb.
81–83 Skeleton Monster
Tiers. Blasted Badlands tend to be tier 2 and
above. 84–86 SpiderG Monster

Weather. 1–10 clear, 11–25 overcast. 87–88 Zombie Monster
Journey Activities. Adventurers gain advan-
tage on checks made to Scout, but disadvantage 89–90 Sea of Sand Exploration
on checks made to Befriend Animal, Gossip, 91–99 Social Encounter Page @@
and Rob. It is not possible to Busk, Harvest, or
Hunt and Gather. 100 Labyrinthine Ravines Exploration

G On an odd result, use the giant version of this creature instead.

TABLE: BLASTED BADLANDS EXPLORING TIER 1

TABLE: BLASTED BADLANDS EXPLORING TIER 0 D100 ENCOUNTER TYPE

D100 ENCOUNTER TYPE 1–3 Bandit Captain Monster

1–3 Bandit Monster 4–5 Banshee Monster
4–5
6–7 Cockatrice Monster 6–7 Basilisk Monster
8–9 Cultist Monster
10–19 Cutthroat Monster 8–9 Black Pudding Monster
20–21 Travel Scenery Page @@ 10–17 Travel Scenery Page @@
22–23 Ettercap Monster
24–25 Gargoyle Monster 18–19 Cult Fanatic Monster
26–27 Gelatinous Cube Monster
28–29 Ghoul Monster 20–21 Cutthroat Monster
30–31 Bridge of Stones Exploration
32–34 Giant Centipede Monster 22–23 Doppelganger Monster
35–37 Giant Wolf Spider Monster
38 – 42 Goblin Monster 24–25 Ettin Monster
43 – 45 Gray Ooze Monster
46 – 48 Enchanted Windmill Exploration 26–27 Flood Exploration
49–51 Grick Monster
52–54 Grimlock Monster 28–29 Gargoyle Monster
55–57 HyenaG Monster
58–59 Jackal Monster 30–31 Gelatinous Cube Monster
Hail Storm Exploration
32–34 Ghast Monster

35–36 Ghost Monster

37–38 Labyrinthine Ravines Exploration

39–42 Ghoul Monster

43–45 Goblin Boss or Goblin Monster
Warlock

60–61 Kobold Monster 46–48 Grimlock Technical Monster

62–64 LizardG Monster

62

Chapter 4: Exploration

TABLE: BLASTED BADLANDS EXPLORING TIER 1 26–27 Cyclops Monster

49–51 Intellect Devourer Monster 28–30 Earth ElementalG Monster

52–54 Pests Exploration 31–32 Flash Flood Exploration

55–56 Kobold Broodguard or Monster 33–35 Ettin Monster
Kobold Sorcerer
36–38 Fire Elementalg Monster

57–58 Mimic Monster 39–40 Flimsy Rope Bridge Exploration

60–61 Mummy Monster 41–42 Green Lake Exploration

62–63 Ogre Monster 43–44 Flesh Guardian Monster

64–66 Pit Trap Exploration 45–46 Guardian Naga Monster

67–69 Ogre Zombie Monster 47–48 Hail Deluge Exploration

70–71 Shadow Monster 49–50 Half-Red Dragon Monster
Veteran
72–73 Skeletal Champion Monster

74–75 Skeleton Horde Monster 51–52 Half-Shadow Dragon Monster
Assassin
76–77 Quicksand Exploration

78–79 Specter Monster 53–54 Lethal Outgassing Exploration

80–81 Walking Statue Monster 55–56 Rot Grubs Exploration

82–83 Wererat Monster 57–58 Mage Monster

84–85 Werewolf Monster 60–61 Mummy Monster

86–87 Thunderstorm Exploration 62–63 Sandstorm Exploration

88–89 Zombie Horde Monster 64–66 Night Hag Monster

90–91 Zombie Knight Monster 67–69 Ogre Mage Monster
92–99 Social Encounter Page @@
70–71 Shattered Earth Exploration

100 Rot Grubs Exploration 72–73 Tornado Exploration

74–75 Revenant Monster

TABLE: BLASTED BADLANDS EXPLORING TIER 2 76–77 Shield Guardian Monster

D100 ENCOUNTER TYPE 78–79 Voracious Pests Exploration

1–3 Acid Field Exploration 80–81 Skeletal Tyrannosaurus Monster
Rex
4–5 Cursed Temple Exploration

6–8 Air ElementalG Monster 82–83 Stone Guardian Monster

9–10 Black Pudding Monster 84–85 Wild Magic Zone Exploration
12–17 Travel Scenery Page @@
86–88 Water ElementalG Monster

18–19 Cambion Monster 89–91 Wraith Monster
92–99 Social Encounter Page @@
20–21 Clay Guardian Monster

22–23 Dense Fog Exploration 100 Cursed Waterway Exploration

24–25 Enchanted Statue Exploration G On an odd result, use the giant version of this creature instead.

63

Trials & Treasures

TABLE: BLASTED BADLANDS EXPLORING TIER 3 TABLE: BLASTED BADLANDS EXPLORING TIER 4

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–3 Adult Emerald Dragon Monster 1–5 Corrupted Druid Grove Exploration

4–6 Bridge of Sorrow Exploration 6–10 Adult Gold Dragon Monster
11–16 Travel Scenery Page @@
7–9 Banshee Monster

10–12 Behir Monster 17–21 Ancient Emerald Dragon Monster
13–18 Travel Scenery Page @@
22–26 Divine War Exploration

19–21 Blackguard Monster 27–31 Demilich Monster

22–24 Cambion Monster 32–36 God Corpse Exploration

25–27 Choking Smoke Exploration 37–42 Dread Knight Monster

28–30 Clay Guardian Monster 43–47 Hallowed Ground Exploration

31–33 Cyclops Myrmidon Monster 48–53 Empyrean Monster

34–36 Cursed Waterway Exploration 55–60 Hellscape Exploration

37–39 Forgotten God Monster 61–65 Lich Monster

40–42 Iron Guardian Monster 66–71 Killing Cloud Exploration

43–45 Endless Plummet Exploration 72–76 Mummy Lord Monster

46–48 Mummy Lord Monster 77–81 Malfunctioning planar Exploration
portal
49–51 Night Hag Monster

52–54 Lifeless Desolation Exploration 82–87 Troll or Dread Troll Monster

55–57 Sphinx Monster 88–94 Vampire Monster
95–100 Social Encounter Page @@
58–61 Spirit Naga Monster

62–64 Primordial Tornado Exploration

65–69 Stone Guardian Monster

70–73 Troll or Dread Troll Monster

74–76 Sphere of Annihilation Exploration

77–79 Vampire Monster

80–82 Werewolf Monster

83–85 Sunspots Exploration

86–88 Wraith Lord Monster

89–91 Zombie Dragon Monster
92–99 Social Encounter Page @@

100 Faulty Planar Portal Exploration

64

Chapter 4: Exploration

Country Shire 43–44 Giant Badger Monster
45–46
Small villages and rural communities, often 47–48 End of Hibernation Exploration
surrounded by a patchwork of farms, make for a 49–50
safe and cozy existence with the most threatening 51–52 Giant Poisonous Snake Monster
events involving an angry bear harassing livestock. 53–54
Adventurers journeying through this region can 55–56 Goblin Monster
expect little danger, and a high number of social 57–58
encounters. 59–60 Hawk Monster
61–63
Terrains. Forest, grassland, hills, settlement, 64–65 Forested Hills Exploration
subterranean, swamp, temple.
66–67 Lizard Monster
Tiers. Country Shires are usually tier 0 or tier 68–70
1 regions. Often used as the starting area in a 71–72 Noble Monster
campaign, it would be unusual to find tier 3 or 73–74
4 country shires. 75–76 Hail Storm Exploration
77–80
Weather. 1–8 clear, 9–12 overcast, 13–16 81–82 Poisonous Snake Monster
rain, 17–19 mist, 20–25 snow. 83–84
85–99 River Dragon Monster
Journey Activities. Adventurers gain advan- 100 Wyrmling
tage on checks made to Busk, Chronicle,
Gossip, Harvest, and Rob. Haze Exploration

Friendly Locals. Adventurers gain an exper- Scarecrow Monster
tise die on Charisma checks made against
people local to the region. Scout Monster

Haven. The whole of this area counts as Lost Item Exploration
a haven. Travelers can always recover from
fatigue and strife when taking a long rest, even Soldier Monster
when camping.
Public Ceremony Exploration

Warrior Monster

Wolf Monster

TABLE: COUNTRY SHIRE EXPLORING TIER 0 Social Encounter Page @@

D100 ENCOUNTER TYPE Mushroom Ring Exploration

1 Axe Beak Monster TABLE: COUNTRY SHIRE EXPLORING TIER 1

2–3 Badger Monster D100 ENCOUNTER TYPE

4–5 Bridge Of Stones Exploration 1 Ankheg Monster

6–7 Bandit Monster 2–3 Bandit Captain Monster

8–9 Blink Dog Monster 4–5 Bridge Of Stones Exploration

10–31 Travel Scenery Page @@ 6–7 Bugbear Monster

32–33 Blood Hawk Monster 8–9 Doppelganger Monster

34–35 Centaur Monster 10–27 Travel Scenery Page @@

36–37 Deer Monster 28–29 Druid Monster

38–39 Enchanted Windmill Exploration 30–31 Ettin Monster

40–41 Druid Monster 32–33 Counterfeit Goods Exploration

42 Faerie Dragon Monster 34–35 Ghast Monster

65

Trials & Treasures

TABLE: COUNTRY SHIRE EXPLORING TIER 1 TABLE: COUNTRY SHIRE EXPLORING TIER 2

36–37 Ghost Monster D100 ENCOUNTER TYPE

38–39 Enchanted Windmill Exploration 1–3 Alchemist Monster

40–41 Ghoul Monster 4–5 Dense Fog Exploration

42 Goblin Boss or Goblin Monster 6–7 Ankheg Queen Monster
Warlock
8–9 Bandit Captain Monster

43–44 End of Hibernation Exploration 10–17 Travel Scenery Page @@

45–46 Griffon Monster 18–19 Berserker Monster

47–48 Guard Squad Monster 20–21 Blackguard Monster

49–51 Stampede Exploration 22–23 Faerie Ring Exploration

52–54 Harpy Monster 24–25 Bugbear Chief Monster

55–57 Hobgoblin Captain Monster 26–27 Bulette Monster

58–59 Flood Exploration 28–29 Flash Flood Exploration

60–61 Jackalope Monster 30–31 Champion Warrior Monster

62–63 Jackalwere Monster 32–34 Cyclops Monster

64–65 Labyrinthine Ravines Exploration 35–36 Green Lake Exploration

66–67 Knight Monster 37–38 Doppelganger Monster

68–69 Kobold Broodguard or Monster 39–42 Flying Lion Monster
Kobold Sorcerer
43–45 Hail Deluge Exploration

70–71 Mushroom Ring Exploration 46–47 Griffon Monster

72–73 Lamia Monster 48–49 Half-Red Dragon Monster
Veteran
74–75 Manticore Monster

76–77 Pests Exploration 50–51 Living Land Exploration

78–79 Ogre Monster 52–54 High Priest Monster

80–81 Phase Spider Monster 55–56 Hill Giant Monster

82–83 Private Property Exploration 57–58 Magical Overgrowth Exploration

84–85 Veteran Monster 60–61 Manticore Monster

86–87 Warrior Band Monster 62–63 Owlbear Monster

88–89 Thunderstorm Exploration 64–65 Rot Grubs Exploration

90–99 Social Encounter Page @@ 66–67 Pegasus Monster

100 Green Lake Exploration 68–69 Revenant Monster

70–71 Sinkhole Exploration

72–73 Scarecrow Harvester Monster

74–75 Soldier Squad Monster

76–77 Voracious Pests Exploration

66

Chapter 4: Exploration

TABLE: COUNTRY SHIRE EXPLORING TIER 2 70–73 Stone Giant Stone- Monster
talker
78–79 Stone Giant Monster 74–76 Troll or Dread Troll Monster
77–79 Fey Glade Exploration
80–81 Strider Monster 80–82 Vampire Monster
83–85 Werebear Monster
82–83 White Elk Exploration 86–88 Wraith Monster
89–90 Perilous Cliff Path Exploration
84–85 Warrior Band Monster 91–92 Wyvern Monster
91–99 Social Encounter Page @@
86–87 Werebear Monster 100 Hallowed Ground Exploration

88–89 Wild Magic Zone Exploration

90–91 Wyvern Monster

92–99 Social Encounter Page @@

100 Fey Glade Exploration

TABLE: COUNTRY SHIRE EXPLORING TIER 3

D100 ENCOUNTER TYPE

1–4 Adult Copper Dragon Monster TABLE: COUNTRY SHIRE EXPLORING TIER 4

5–7 Blackguard Monster D100 ENCOUNTER TYPE

8–10 Cambion Monster 1–5 Ancient Copper Monster

Dragon

11–16 Travel Scenery Page @@ 6–10 Hill Giant Monster

17–19 Champion Warrior Monster 11–16 Travel Scenery Page @@

20–22 Cyclops Monster 17–21 Hill Giant Chief Monster

23–25 Gorgon Monster 22–26 Hobgoblin Warlord Monster

26–28 Caught in the Exploration 27–31 Corrupted Druid Exploration
Crossfire Grove

29–31 Harpy Monster 32–36 Holy Knight Monster

32–34 High Priest Monster 37–42 Knight Captain Monster

35–37 Hill Giant Monster 43–47 Forest Fire Exploration

38–39 Choking Smoke Exploration 48–53 Rakshasa Monster

40–42 Hobgoblin Warlord Monster 55–60 Stone Giant Stone- Monster
talker
43–45 Holy Knight Monster

46–48 Knight Captain Monster 61–65 Hallowed Ground Exploration

49–51 Cursed Waterway Exploration 66–71 Troll or Dread Troll Monster

52–54 Ogre Mage Monster 72–76 Vampire Monster

55–57 Rakshasa Monster 77–81 Malfunctioning Planar Exploration
Portal
58–61 Roc Monster

62–64 Endless Plummet Exploration 82–87 Wraith Monster

65–69 Soldier Squad Monster 88–94 Wraith Lord Monster

95–100 Social Encounter Page @@

67

Trials & Treasures

Feywood 32–34 Centaur Monster
35–36 Forested Hills Exploration
Home to faeries, sprites, dryads, nymphs, satyrs, 37–38 Deer Monster
and other fey, the animals in this forest are bold 39–41 Dire Wolf Monster
and only foolish travelers fail to respect nature as 42 Hail Storm Exploration
they go along their way. Adventurers journeying 43–45 Druid Monster
through regions like this contend with frequent 46–48 Dryad Monster
combat encounters, social encounters, and natural 49–51 Haze Exploration
terrain and supernatural exploration challenges. 52–54 Elk Monster
55–56 Faerie Dragon Monster
Terrains. Forest, grassland, hills, jungle, 57–58 Landslide Exploration
mountains, ruins, settlement, subterranean, 60–61 Giant Boar Monster
swamp, temple, tomb. 62–63 Giant Owl Monster
64–66 Giant Weasel Monster
Tiers. Feywoods often range from tier 1 67–69 Lost Item Exploration
through tier 4. While a tier 1 Feywood presents 70–71 Gnoll Monster
little danger other than from wildlife and the 72–73 Ogrekin Monster
occasional faeries, a tier 4 Feywood might be 74–75 Peryton Monster
a dangerous plane like the Dreaming, or the 76–77 Stampede Exploration
domain of an ancient green dragon. 78–79 Pixie Monster
80–81 Pseudodragon Monster
Weather. 1–15 clear, 16–19 mist, 20–25 rain. 82–83 Satyr Monster
Fey Promises. When an adventurer breaks a 84–85 Sprite Monster
promise made in a Feywood they suffer a level 86–87 Swarm of Ravens Monster
of strife. 88–99 Social Encounter Page @@
Natural Camouflage. Adventurers gain an 100 Quicksand Exploration
expertise die on Stealth checks.
Journey Activities. When making a check to
Harvest or to Hunt and Gather, an adventurer
rolls with advantage.

TABLE: FEYWOOD EXPLORING TIER 0

D100 ENCOUNTER TYPE

1 Awakened Shrub Monster

2–3 Awakened Tree Monster

4–5 Bridge of Stones Exploration

6–7 Badger Monster

8–17 Travel Scenery Page @@ TABLE: FEYWOOD EXPLORING TIER 1

18–19 Black Bear Monster D100 ENCOUNTER TYPE
Monster
20–21 Blink Dog Monster 1 Awakened Tree Monster
Exploration
22–23 End of Hibernation Exploration 2–3 Bandit Captain Monster
Monster
24–25 Boar Monster 4–5 Bridge of Stones Page @@
Monster
26–27 Brown Bear Monster 6–7 Berserker

28–29 Falling Net Exploration 8–9 Bugbear Chief

30–31 Bugbear Monster 10–17 Travel Scenery

18–19 Doppelganger

68

Chapter 4: Exploration

TABLE: FEYWOOD EXPLORING TIER 1 TABLE: FEYWOOD EXPLORING TIER 2

20–21 Druid Monster D100 ENCOUNTER TYPE

22–23 Dryad Monster 1–3 Cursed Temple Exploration

24–25 End of Hibernation Exploration 4–5 Alchemist Monster

26–27 Ettercap Monster 6–7 Assassin Monster

28–29 Fey Knight Monster 8–9 Berserker Monster

30–31 Goblin Boss or Goblin Monster 10–17 Travel Scenery Page @@
Warlock
18–19 Bugbear Chief Monster

32–34 Stampede Exploration 20–21 Centaur Monster

35–36 Green Hag Monster 22–23 Chimera Monster

37–38 Hippogriff Monster 24–25 Dense Fog Exploration

39–41 Flood Exploration 26–27 Doppelganger Monster

42 Hobgoblin Captain Monster 28–29 Druid Monster

43–45 Knight Monster 30–31 Ettercap Monster

46–48 Kobold Broodguard or Monster 32–33 Faerie Ring Exploration
Kobold Sorcerer
34–35 Ettin Monster

49–51 Labyrinthine Ravines Exploration 36–37 Fey Knight Monster

52–54 Manticore Monster 38–39 Giant Ape Monster

55–56 Minstrel Monster 40–42 Living Land Exploration

57–58 Ogre Monster 43–44 Gnoll Demonfang Monster

60–61 Mushroom Ring Exploration 45–46 Gorgon Monster

62–63 Owlbear Monser 47–48 Green Hag Monster

64–66 Peryton Monster 49–51 Magical Overgrowth Exploration

67–69 Pixie Monster 52–54 Mage Monster

70–71 Pests Exploration 55–56 Night Hag Monster

72–73 Satyr Monster 57–58 Ogre Mage Monster

74–75 Sprite Monster 60–61 Rot Grubs Exploration

76–77 Pit Trap Exploration 62–63 Owlbear Monster

78–79 Veteran Monster 64–65 Pegasus Monster

80–82 Warrior Band Monster 66–67 Revenant Monster

83–84 Quicksand Exploration 68–69 Voracious Pests Exploration

85–86 Werewolf Monster 70–71 Shambling Mound Monster

87–88 Thunderstorm Exploration 72–73 Strider Monster

89–99 Social Encounter Page @@ 74–75 Treant Monster

100 Faerie Ring Exploration 76–77 White Elk Exploration

69

Trials & Treasures

TABLE: FEYWOOD EXPLORING TIER 2 70–73 Vampire Monster
74–76
78–79 Troll Monster 77–79 Werebear Monster
80–82
80–82 Unicorn Monster 83–85 Fey Glade Exploration
86–88
83–84 Warrior Band Monster 89–90 Wereboar Monster
91–92
85–86 Wild Magic Zone Exploration 93–99 Werewolf Monster
100
87–88 Wereboar Monster Wraith Lord Monster

89–91 Wyvern Monster Sunspots Exploration

92–99 Social Encounter Page @@ Wyvern Monster

100 Fey Glade Exploration Social Encounter Page @@

TABLE: FEYWOOD EXPLORING TIER 3 Malfunctioning Planar Exploration
Portal

D100 ENCOUNTER TYPE

1–4 Adult Green Dragon Monster TABLE: FEYWOOD EXPLORING TIER 4

5–7 Archmage Monster D100 ENCOUNTER TYPE

8–10 Banshee Monster 1–5 Ancient Green Dragon Monster

11–16 Travel Scenery Page @@ 6–10 Archmage Monster

17–19 Faerie Noble Monster 11–16 Travel Scenery Page @@

20–22 Gorgon Monster 17–21 Faerie Noble Monster

23–25 Guardian Naga Monster 22–26 Hill Giant Chief Monster

26–28 Caught in the Exploration 27–31 Corrupted Druid Exploration
Crossfire Grove

29–31 Hill Giant Chief Monster 32–36 Hobgoblin Warlord Monster

32–34 Hobgoblin Warlord Monster 37–42 Master Assassin Monster

35–37 Medusa Monster 43–47 Forest Fire Exploration

38–39 Choking Smoke Exploration 48–53 Rakshasa Monster

40–42 Night Hag Monster 55–60 Treant Monster

43–45 Ogre Mage Monster 61–65 Killing Cloud Exploration

46–48 Rakshasa Monster 66–71 Troll or Dread Troll Monster

49–51 Cursed Waterway Exploration 72–76 Vampire Monster

52–54 Soldier Squad Monster 77–81 Malfunctioning Planar Exploration
Portal
55–57 Treant Monster

58–61 Troll or Dread Troll Monster 82–87 Wraith Monster

62–64 Endless Plummet Exploration 88–94 Wraith Lord Monster

65–69 Unicorn Monster 95–100 Social Encounter Page @@

70

Chapter 4: Exploration

Fiery Hellscape TABLE: FIERY HELLSCAPE EXPLORING TIER 0

From active volcanoes to the hottest layers of D100 ENCOUNTER TYPE
Hell, these regions are dominated by red-hot lava
flows and flaming geysers. Adventurers journeying 1–3 Ankheg Spawn Monster
through these regions can expect to encounter many
natural terrain challenges and dangerous creatures. 4–5 Axe Beak Monster

Terrains. Desert, laboratory, mountains, 6–8 BatG Monster
ruins, subterranean, temple, tomb.
9–10 Cockatrice Monster
Tiers. These regions lend themselves towards
danger and are usually tier 3 or tier 4. A higher 11–12 Cutthroat Monster
tier Fiery Hellscape might be found on a plane
of elemental fire or the volcanic domain of a red 13–26 Travel Scenery Page @@
dragon. Lower tier versions of these regions are
rare, but might be found naturally occurring in 27–29 Death Dog Monster
some places.
30–32 Dretch Monster
Weather. Uncomfortably warm.
Hot. Traveling at faster than a slow pace is 33–35 Dust Mephit Monster
dangerous in the region’s hot temperatures, and
adventurers that do so suffer a level of fatigue 36–38 Giant Fire Beetle Monster
when taking a long rest (even if they have
Supply). The use of appropriate mounts (such 39–40 Ghoul Monster
as camels) and keeping a light pack (less than
half carrying capacity) allow for adventurers to 41–43 Haze Exploration
travel as fast as a normal pace without suffering
fatigue during a long rest. 44–46 Giant Wasp Monster
Unquenchable Thirst. Twice the usual amount
of Supply is required when taking a long rest. 47–48 Gnoll Monster

Journey Activities. Checks to Harvest or 49–50 Goblin Monster
Hunt and Gather are made at disadvantage. It is
not possible to Busk. 51–53 Harpy Monster

54–56 HyenaG Monster

58–59 Imp Monster

60–62 Lost Item Exploration

63–64 Jackal Monster

66–67 Kobold Monster

68–69 Lemure Monster

70–72 Lizardg Monster

73–75 Ogrekin Monster

76–78 Poisonous SnakeG Monster

79–81 Sea of Sand Exploration

82–83 Pteranodon Monster

84–85 Skeleton Monster

86–88 SpiderG Monster

89–90 Zombie Monster

91–99 Social Encounter Page @@

100 Labyrinthine Ravines Monster
G On an odd result, use the giant version of this creature instead.

71

Trials & Treasures

TABLE: FIERY HELLSCAPE EXPLORING TIER 1 78–79 Specter Monster
80–81 Wight Monster
D100 ENCOUNTER TYPE 82–83 Zombie Horde Monster
84–85 Zombie Knight Monster
1–2 Ankheg Monster 86–90 Quicksand Exploration
91–99 Social Encounter Page @@
3–4 Banshee Monster 100 Cursed Temple Exploration

5–6 Bearded Devil Monster

7–8 Darkmantle Monster

9–10 Dretch Monster

11–12 Ghast Monster TABLE: FIERY HELLSCAPE EXPLORING TIER 2

13–21 Travel Scenery Page @@ D100 ENCOUNTER TYPE

22–23 Ghost Monster 1–3 Ankheg Queen Monster

24–25 Ghoul Monster 4–5 Acid Field Exploration

26–27 Giant Scorpion Monster 6–7 Cursed Temple Exploration

28–29 Gnoll Monster 8–9 Barbed Devil Monster

30–31 Goblin Boss or Goblin Monster 10–17 Travel Scenery Page @@
Warlock
18–19 Bearded Devil Monster

32–34 Hell Hound Monster 20–21 Blackguard Monster

35–36 Imp Monster 22–23 Dense Fog Exploration

37–38 Kobold Broodguard or Monster 24–25 Enchanted Statue Exploration
Kobold Sorcerer

39–41 Labyrinthine Ravines Exploration 26–27 Bone Devil Monster

42–43 Lemure Monster 28–29 Cambion Monster

44–46 Lemure Band Monster 30–31 Flimsy Rope Bridge Exploration

47–48 Malcubus Monster 32–34 Chain Devil Monster

55–56 Minotaur Monster 35–36 Glabrezu Monster

57–58 Nightmare Monster 37–38 Green Lake Exploration

60–61 Ogre Monster 39–42 Hail Deluge Exploration

62–63 Ogre Zombie Monster 43–45 Gnoll Demonfang Monster

64–66 Pests Exploration 46–48 Hell Hound Monster

67–69 Phase Spider Monster 49–51 Lethal Outgassing Exploration

70–71 Quasit Monster 52–54 Hezrou Monster

72–73 Shadow Monster 55–56 Khalkos Monster

49–51 Shadow Demon Monster 57–58 Marsh Gas Exploration

52–54 Thunderstorm Exploration 60–61 Rot Grubs Exploration

74–75 Skeletal Champion Monster 62–63 Khalkos Spawn Monster

76–77 Skeleton Horde Monster 64–66 Malcubus Monster

67–69 Sandstorm Exploration

72

Chapter 4: Exploration

TABLE: FIERY HELLSCAPE EXPLORING TIER 2 62–64 Khalkos Monster
65–69
70–71 Minotaur Monster 70–73 Malcubus Monster
74–76
72–73 Night Hag Monster 77–79 Primordial Tornado Exploration
80–82
74–75 Shattered Earth Exploration 83–85 Minotaur Monster
86–88
76–77 Tornado Exploration 89–90 Minotaur Champion Monster
91–92
78–79 Nightmare Monster 93–94 Sphere of Annihilation Exploration
95–99
80–81 Shadow Demon Monster 100 Nalfeshnee Monster

82–83 Voracious Pests Exploration Night Hag Monster

84–85 Swarm of Khalkos Monster Sunspots Exploration
Spawn
Rakshasa Monster

86–87 Vrock Monster Vrock Monster

88–93 Wild Magic Zone Exploration Social Encounter Page @@

94–99 Social Encounter Page @@ Malfunctioning Planar Exploration
Portal
100 Choking Smoke Exploration

TABLE: FIERY HELLSCAPE EXPLORING TIER 3 TABLE: FIERY HELLSCAPE EXPLORING TIER 4

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–3 Bridge of Sorrow Exploration 1–5 Balor Monster

4–6 Barbed Devil Monster 6–10 Chained One (Chain Monster
Devil Variant)
7–9 Blackguard Monster

10–18 Travel Scenery Page @@ 11–16 Travel Scenery Page @@

20–21 Bone Devil Monster 17–21 Erinyes Monster

22–23 Cambion Monster 22–26 Horned Devil Monster

24–26 Caught in the Exploration 27–31 Divine War Exploration
Crossfire
32–36 Ice Devil Monster

27–29 Chain Devil Monster 37–42 Khalkos Monster

30–32 Erinyes Monster 43–47 God Corpse Exploration

33–35 Choking Smoke Exploration 48–53 Khalkos Spawn Monster

36–38 Glabrezu Monster 55–60 Lich Monster

39–40 Hell Hound Monster 61–65 Hellscape Exploration

41–43 Cursed Waterway Exploration 66–71 Marilith Monster

44–46 Hezrou Monster 72–76 Nelfashnee Monster

47–49 Horned Devil Monster 77–81 Killing Cloud Exploration

50–52 Endless Plummet Exploration 82–87 Pit Fiend Monster

53–55 Fire Giant Monster 88–94 Rakshasa Monster

56–58 Ice Devil Monster

59–61 Lifeless Desolation Exploration

73

Trials & Treasures

TABLE: FIERY HELLSCAPE EXPLORING TIER 4 49–51 Pirate (Bandit Variant) Monster

95–98 Malfunctioning Planar Exploration 52–54 Poisonous Snakeg Monster
Portal
55–57 Haze Exploration

99–100 Social Encounter Page @@ 58–60 Quipper Monster

Flowing River 62–64 Sahuagin Monster

Rivers can provide a convenient and fast way 65–69 Spark Mephit Monster
to travel. Encounters are less frequent, and the
journey is less arduous. 70–73 Lost Item Exploration

Terrains. Any; most river regions extend 74–76 Swarm Of Poisonous Monster
from at least one region into one or more other Snakes
regions.
77–79 Swarm Of Quippers Monster
Tiers. It’s unusual (although not impossible)
for rivers to be above tier 2. 80–82 Will-O-Wisp Monster

Weather. 1–8 clear, 9–12 overcast, 13–16 83–85 Public Ceremony Exploration
rain, 17–19 mist, 20–25 snow.
86–99 Social Encounter Page @@
Vehicles. Adventurers move at the speed of
their water vehicles. 100 Labyrinthine Ravines Exploration
G On an odd result, use the giant version of this creature instead.
Journey Activities. Adventurers gain advan-
tage on Survival checks made to Hunt and TABLE: FLOWING RIVER EXPLORING TIER 1
Gather due to abundant fishing opportunities.
Checks made to Hide Tracks automatically D100 ENCOUNTER TYPE
succeed, and those made to Track automatically
fail. It is not possible to Busk. 1–5 Aboleth Thrall Monster

6–10 Black Pudding Monster

11–20 Travel Scenery Page @@

TABLE: FLOWING RIVER EXPLORING TIER 0 21–25 Gelatinous Cube Monster

D100 ENCOUNTER TYPE 26–30 Ghost Monster

1–3 Aboleth Thrall Monster 31–35 Labyrinthine Ravines Exploration

4–6 CrabG Monster 36–40 Kobold Broodguard or Monster
Kobold Sorcerer
7–10 Crocodile Monster

11–22 Travel Scenery Page @@ 41–45 Merfolk Monster

23–25 Flumph Monster 46–50 Pests Exploration

26–28 Giant Frog Monster 51–55 Merfolk Knight Monster

29–31 Giant Toad Monster 56–60 Merrow Monster

32–34 Counterfeit Goods Exploration 61–65 Private Property Exploration

35–37 Gray Ooze Monster 66–70 Ochre Jelly Monster

38–39 Kobold Monster 71–75 Pirate Captain (Bandit Monster
Captain Variant)
40–42 Merfolk Monster

43–45 Hail Storm Exploration 76–80 Thunderstorm Exploration

46–48 Ochre Jelly Monster 81–85 Sahuagin Monster

74

Chapter 4: Exploration

TABLE: FLOWING RIVER EXPLORING TIER 1 TABLE: FLOWING RIVER EXPLORING TIER 3

86–90 Will-O-Wisp Monster D100 ENCOUNTER TYPE

91–99 Social Encounter Page @@ 1–5 Aboleth Monster

100 River Rapids Exploration 6–10 Adult Bronze Dragon Monster

11–19 Travel Scenery Page @@

TABLE: FLOWING RIVER EXPLORING TIER 2 20–24 Adult River Dragon Monster

D100 ENCOUNTER TYPE 25–29 Champion Warrior Monster

1–4 Bunyip Monster 30–34 Chuul Monster

5–7 Chuul Monster 35–39 Caught in the Exploration
Crossfire
8–17 Travel Scenery Page @@

18–20 Ghost Monster 40–44 Marid Monster

21–24 Giant Crocodile Monster 45–49 Merclops Monster
(Cyclops Variant)
25–28 Cursed Temple Exploration

29–31 Giant Water Elemental Monster 50–54 Merfolk Knight Monster

32–34 Hydra Monster 55–59 Cursed Waterway Exploration

35–37 Dense Fog Exploration 60–64 Pyrohydra Monster
(Hydra Variant)
38–39 Merfolk Knight Monster

40–42 Merrow Mage Monster 65–69 Roc Monster

43–45 Green Lake Exploration 70–74 Sahuagin Champion Monster

46–48 Revenant Monster 75–79 Sunspots Exploration

49–51 Sahuagin Champion Monster 80–84 Scrag (Troll Variant) Monster

52–54 Hail Deluge Exploration 85–89 Storm Giant Monster

55–57 Scrag (Troll Variant) Monster 90–99 Social Encounter Page @@

58–61 Spell-Wared Chuul Monster 100 Malfunctioning Planar Exploration
(Chuul Variant) Portal

62–64 Marsh Gas Exploration TABLE: FLOWING RIVER EXPLORING TIER 4

65–69 Vengeful Ghost Monster D100 ENCOUNTER TYPE
(Ghost Variant)
1–5 Aboleth Monster

70–72 Water Elemental Monster 6–14 Travel Scenery Page @@

73–76 River Rapids Exploration 15–19 Adult Gold Dragon Monster

77–79 Will-O-Wisp Monster 16–22 Ancient Bronze Monster
Dragon
80–82 Young River Dragon Monster

83–85 Voracious Pests Exploration 23–29 Divine War Exploration

86–99 Social Encounter Page @@ 30–36 Ancient River Dragon Monster

100 Sunspots Exploration 37–43 Ancient Aboleth (Abo- Monster
leth Elite)

75

Trials & Treasures

TABLE: FLOWING RIVER EXPLORING TIER 4 TABLE: FROZEN WASTES EXPLORING TIER 0

44–52 God Corpse Exploration D100 ENCOUNTER TYPE

53–59 Dragon Turtle Monster 1–3 Bandit Monster

60–66 Marid Monster 4–6 Berserker Monster

67–73 Killing Cloud Exploration 7–9 Blood Hawk Monster

74–80 Marid Noble (Elite) Monster 10–18 Travel Scenery Page @@

81–87 Storm Giant Monster 19–21 Dire Wolf Monster

88–94 Malfunctioning Planar Exploration 22–24 Druid Monster
Portal
25–27 Elk Monster

95–100 Social Encounter Page @@ 28–30 Blinding Blizzard Exploration

Frozen Wastes 31–33 Ghoul Monster

Endless fields of white and imposing mountains 34–36 Giant Elk Monster
stretching towards the sky fill this icy land, and
though it is rather devoid of life it is a place of 37–39 Goblin Monster
great peril. Adventurers journeying through this
region have to overcome many natural terrain and 40–42 Bridge Of Stones Exploration
weather event exploration challenges, and perhaps
a few combat or social encounters. 43–45 Harpy Monster

Terrains. Arctic, hills, mountains, ruins, 46–48 Ice Mephit Monster
subterranean, temple, tomb, water.
49–52 Kobold Monster
Tiers. Arctic-like tundra can range from tier 2
to tier 4 depending on the severity of its climate. 53–55 Hail Storm Exploration

Weather. 1–6 clear, 7–12 overcast, 13–25 56–58 Ogrekin Monster
snow.
59–61 Polar Bear Monster
Chilly. Without the proper gear or magic to
survive the cold temperatures (see Survival Gear 62–64 Saber-Toothed Tiger Monster
in Chapter 4: Equipment, in the Adventurer’s
Guide), an adventurer suffers a level of fatigue 65–67 Haze Exploration
when taking a long rest in this environment
(even if it has Supply). 68–70 Scout Monster

Journey Activities. Adventurers gain advan- 71–73 Snowman (Scarecrow Monster
tage on Survival checks made to find a target Variant)
using tracks left in the snow. Checks made to
hide tracks have disadvantage. It is not possible 74–76 Warrior Monster
to Busk.
77–79 Landslide Exploration

80–82 Wolf Monster

83–85 Worg Monster

86–88 Lost Item Exploration

89–99 Social Encounter Page @@

100 Labyrinthine Ravines Exploration

76

Chapter 4: Exploration

TABLE: FROZEN WASTES EXPLORING TIER 1 TABLE: FROZEN WASTES EXPLORING TIER 2

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–4 Bandit Captain Monster 1–3 Cursed Temple Exploration

5–8 Berserker Monster 4–5 Blackguard Monster

9–12 Druid Monster 6–7 Champion Warrior Monster

13–20 Travel Scenery Page @@ 8–15 Travel Scenery Page @@

21–24 Ghast Monster 16–17 Frost Giant Monster

25–28 Ghost Monster 18–19 Elktaur Monster
(Centaur Variant)
29–32 Ghoul Monster

33–36 Labyrinthine Ravines Exploration 20–21 Dense Fog Exploration

37–40 Goblin Boss or Goblin Monster 22–23 Frost Giant Monster
Warlock
24–25 Ghast Monster

41–44 Harpy Monster 26–27 Flimsy Rope Bridge Exploration

45–48 Kobold Broodguard or Monster 28–29 Ghost Monster
Kobold Sorcerer
30–31 Ghoul Monster

49–52 Pests Exploration 32–34 Green Lake Exploration

53–56 Manticore Monster 35–36 Mammoth Monster

57–60 Ogrekin Monster 37–38 Manticore Monster

61–64 Scout Monster 39–42 Hail Deluge Exploration

65–68 Pit Trap Exploration 43–45 Medusa Monster

69–72 Snowman (Scarecrow Monster 46–48 Ogre Monster
Variant)

73–76 Warrior Band Monster 49–51 Magical Overgrowth Exploration

77–80 Wight Monster 52–54 Remorhaz Spawn Monster

81–84 Thunderstorm Exploration 55–56 Revenant Monster

85–86 Winter Wolf Monster 57–58 Rot Grubs Exploration

87–90 Yeti Monster 60–61 Scout Monster

91–99 Social Encounter Page @@ 62–63 Strider Monster

100 Dense Fog Exploration 64–66 Shattered Earth Exploration

67–69 Tundra Chimera Monster
(Chimera Variant)

70–71 Warrior Band Monster

72–73 Sinkhole Exploration

74–75 Werebear Monster

76–77 Wight Monster

78–79 Treacherous Tundra Exploration

77

Trials & Treasures

TABLE: FROZEN WASTES EXPLORING TIER 2 62–65 Remorhaz Monster
66–69 Remorhaz Spawn Monster
80–81 Winter Hag Monster 70–73 Lifeless Desolation Exploration
74–77 Werebear Monster
82–83 Wyvern Monster 78–81 Winter Hag Monster
82–85 Perilous Cliff Path Exploration
84–85 Voracious Pests Exploration 86–89 Wyvern Monster
90–92 Yeti Monster
86–87 Yeti Monster 93–99 Social Encounter Page @@
100 Hallowed Ground Exploration
88–89 Young White Dragon Monster

90–91 White Elk Exploration

92–99 Social Encounter Page @@

100 Cursed Waterway Exploration

TABLE: FROZEN WASTES EXPLORING TIER 3

D100 ENCOUNTER TYPE TABLE: FROZEN WASTES EXPLORING TIER 4

1–4 Abonimable Snowman Monster D100 ENCOUNTER TYPE
(Yeti Elite)
1–4 Corrupted Druid Exploration

5–7 Adult White Dragon Monster Grove

8–13 Travel Scenery Page @@ 5–12 Ancient White Dragon Monster

14–17 Blackguard Monster 13–18 Travel Scenery Page @@

18–21 Champion Warrior Monster 19–26 Frost Giant Monster

22–25 Bridge Of Sorrow Exploration 27–31 Divine War Exploration

26–29 Frost Giant Monster 32–42 Frost Giant Jarl Monster

30–33 Frost Giant Jarl Monster 43–47 God Corpse Exploration

34–37 Cursed Waterway Exploration 48–60 Remorhaz Monster

38–41 Harpy Monster 61–65 Hallowed Ground Exploration

42–45 Medusa Monster 66–76 Remorhaz Spawn Monster

46–49 Endless Plummet Exploration 77–81 Malfunctioning Planar Exploration
Portal

50–53 Medusa Queen Monster 82–94 Winter Hag Monster

54–57 Ogre Mage Monster 95–100 Social Encounter Page @@

58–61 Hoar Frost Exploration

78

Chapter 4: Exploration

Haunted Lands 26–27 Giant Centipede Monster

Settlements that have suffered a curse, or areas 28–29 Counterfeit Goods Exploration
which are home to powerful undead beings, typi-
cally have effects that spread far from the source 30–31 Giant Wolf Spider Monster
bringing woe to the people living nearby and
attracting prowling monsters and ominous signs. 32–33 Goblin Monster
Adventurers journeying through regions like this
have plenty of combat encounters, some social 34–35 Gray Ooze Monster
encounters, and many circumstance or supernat-
ural exploration challenges. 36–37 Grick Monster

Terrains. Any. 38–42 Grimlock Monster
Tiers. Haunted lands are often higher tier
areas. The corrupted realm surrounding a 43–45 Enchanted Windmill Exploration
dread knight’s castle or a county ruled over by a
sinister vampire would likely be tier 3 or higher. 46–48 HyenaG Monster
Weather. 1–5 clear, 6–10 overcast, 11–15
foggy, 16–25 rain. 49–50 Jackal Monster
Bleak Light. All light sources illuminate only
half the area they would normally cover. 51–53 Kobold Monster
Night Terrors. It is difficult to get a restful
night’s sleep in this area. Adventurers make 54–56 LizardG Monster
a Wisdom saving throw against the region’s
journey activity DC when taking a long rest or 57–59 Haze Exploration
suffer a level of strife.
Suspicious Minds. The people who inhabit 60–61 Mimic Monster
this area are wary and suspicious of strangers.
Adventurers have disadvantage on Charisma 62–63 Ochre Jelly Monster
checks made against people local to the region.
64–65 Ogrekin Monster
Journey Activities. The Entertain activity
is made with disadvantage. The Pray activity is 66–68 Poisonous SnakeG Monster
made with disadvantage if your deity has the
Good alignment. 67–69 Lost Item Exploration

70–72 Ratg Monster

73–74 Shadow Monster

75–77 Skeleton Monster

78–80 SpiderG Monster

79–81 Public Ceremony Exploration

82–84 Swarm of Poisonous Monster
Snakes

TABLE: HAUNTED LANDS EXPLORING TIER 0 85–86 Swarm of Rats Monster

D100 ENCOUNTER TYPE 87–89 Wererat Monster

1–3 Bandit Monster 90–92 Zombie Monster

4–5 Cockatrice Monster 92–99 Social encounter Page @@

6–7 Cultist Monster 100 Thunderstorm Exploration
G On an odd result, use the giant version of this creature instead.
8–9 Cutthroat Monster

10–19 Travel Scenery Page @@

20–21 Ettercap Monster

22–23 Gelatinous Cube Monster

24–25 Ghoul Monster

79

Trials & Treasures

TABLE: HAUNTED LANDS EXPLORING TIER 1 69–70 Phase Spider Monster
71–72 Shadow Monster
D100 ENCOUNTER TYPE 73–74 Skeletal Champion Monster
75–76 Private Property Exploration
1–3 Animated Armor Monster 77–78 Skeleton Horde Monster
79–80 Specter Monster
4–5 Bandit Captain Monster 81–82 Walking Statue Monster
83–84 Wererat Monster
6–7 Banshee Monster 85–86 Thunderstorm Exploration
87–88 Zombie Horde Monster
8–9 Basilisk Monster 89–91 Zombie Knight Monster
92–99 Social Encounter Page @@
10–11 Black Pudding Monster 100 Cursed Temple Exploration

12–19 Travel Scenery Page @@

18–19 Cult Fanatic Monster

20–21 Cutthroat Monster

22–23 Doppelganger Monster

24–25 Ettercap Monster

26–27 Ettin Monster

28–29 Mushroom Ring Exploration

30–31 Gargoyle Monster TABLE: HAUNTED LANDS EXPLORING TIER 2

32–33 Gelatinous Cube Monster D100 ENCOUNTER TYPE

34–35 Ghast Monster 1–4 Air ElementalG Monster

36–37 Ghost Monster 5–7 Bandit Captain Monster

38–39 Ghoul Monster 8–13 Travel Scenery Page @@

40–41 Goblin Boss or Goblin Monster 14–15 Blackguard Monster
Warlock
16–17 Black Pudding Monster

42–43 Green Hag Monster 18–19 Cambion Monster

44–46 Pests Exploration 20–21 Cursed Temple Exploration

47–48 Grick Monster 22–23 Clay Guardian Monster

49–50 Grimlock Monster 24–25 Cyclops Monster

51–52 Intellect Devourer Monster 26–27 Drider Monster

53–54 Kobold Broodguard or Monster 28–29 Enchanted Statue Exploration
Kobold Sorcerer
30–32 Earth ElementalG Monster

55–56 Mimic Monster 33–35 Ettin Monster

57–58 Mummy Monster 36–38 Fire ElementalG Monster

60–61 Pit Trap Exploration 39–40 Faerie Ring Exploration

62–63 Ochre Jelly Monster 41–42 Flesh Guardian Monster

64–66 Ogre Monster 43–44 Ghast Monster

67–68 Ogre Zombie Monster 45–46 Ghost Monster

47–48 Living Land Exploration

80

Chapter 4: Exploration

TABLE: HAUNTED LANDS EXPLORING TIER 2 26–28 Choking Smoke Exploration
29–31
49–51 Ghoul Monster 32–34 Forgotten God Monster
35–37
52–54 Grickg Monster 38–39 Guardian Naga Monster
40–42
55–56 Grimlock Monster 43–45 Iron Guardian Monster
46–48
57–58 Magical Overgrowth Exploration 49–51 Cursed Waterway Exploration
52–54
60–61 Intellect Devourer Monster 55–57 Mummy Lord Monster
58–61
62–63 Mage Monster 62–64 Night Hag Monster
65–68
64–65 Mummy Monster 69–71 Ogre Mage Monster

66–67 Rot Grubs Exploration 72–73 Endless Plummet Exploration
74–76
68–69 Night Hag Monster 77–79 Sphinx Monster
80–82
70–71 Ogre Mage Monster 83–85 Spirit Naga Monster
86–88
72–73 Revenant Monster 89–90 Stone Guardian Monster
91–92
74–75 Voracious Pests Exploration 93–95 Fey Glade Exploration
93–99
76–77 Shield Guardian Monster 100 Troll or Dread Troll Monster

78–79 Skeletal Warhorse Monster Ur-Otyugh (Otyugh Monster
Variant)
80–81 Spirit Naga Monster

82–83 White Elk Exploration Vampire Monster

84–85 Stone Guardian Monster Lifeless Desolation Exploration

86–88 Water ElementalG Monster Vampire Spawn Monster

89–90 Werewolf Monster Werewolf Monster

91–92 Wild Magic Zone Exploration Wraith Monster

93–99 Social Encounter Page @@ Sphere of Annihilation Exploration

100 Sphere Of Annihilation Exploration Wraith Lord Monster
G On an odd result, use the giant version of this creature instead.
Zombie Dragon Monster

Sunspots Exploration

TABLE: HAUNTED LANDS EXPLORING TIER 3 Social Encounter Page @@

D100 ENCOUNTER TYPE Malfunctioning Planar Exploration
Portal
1–3 Bridge of Sorrow Exploration

4–6 Banshee Monster

5–7 Blackguard Monster TABLE: HAUNTED LANDS EXPLORING TIER 4

8–10 Cambion Monster D100 ENCOUNTER TYPE

11–16 Travel Scenery Page @@ 1–4 Adult Gold Dragon Monster

17–19 Clay Guardian Monster 5–10 Travel Scenery Page @@

20–22 Cyclops Myrmidon Monster 11–14 Ancient Emerald Monster
Dragon
23–25 Drider Monster

15–18 Clay Guardian Monster

81

Trials & Treasures

TABLE: HAUNTED LANDS EXPLORING TIER 4 Lofty Mountains

19–21 Corrupted Druid Exploration Legends from all over the realm speak of remote
Grove passes, cataclysmic conflicts and relics of fell power
within the ancient ruins of temples to defeated
22–25 Demilich Monster evils, the graves of terrible warlords, and sites
of unspeakable rituals. Adventurers journeying
26–29 Dread Knight Monster through this region have few social encounters, a
moderate amount of combat encounters, and many
30–33 Divine War Exploration constructed terrain, natural terrain, and supernat-
ural exploration challenges.
34–37 Elder Vampire
(Vampire Elite) Tiers. Idyllic mountain ranges might be tier 1,
while cliffs and crags ruled over by an ancient
38–41 Empyrean Monster dragon would be tier 4.

42–45 God Corpse Exploration Terrains. Arctic, hills, jungle, mountains,
ruins, settlement, subterranean, temple, tomb.
46–49 Lich Monster
Weather. 1–8 clear, 9–12 overcast, 13–16
50–53 Mummy Lord Monster mist, 17–18 rain, 19–25 snow.

54–57 Hallowed Ground Exploration Climbable. The terrain offers numerous foot-
holds and pitted surfaces. Adventurers gain an
58–61 Stone Guardian Monster expertise die on checks made to climb.

62–65 Troll or Dread Troll Monster High Altitude. Breathing air gets harder at
altitudes of 10,000 feet or higher above sea
66–69 Hellscape Exploration level, and adventurers not used to the reduced
oxygen tire easily. Every hour spent traveling at
70–73 Vampire Monster high altitude counts as 2 hours of travel for the
purposes of travel pace. For example, after 4
76–79 Vampire Spawn Monster hours of travel a creature makes forced march
checks every half hour.
80–83 Killing Cloud Exploration 1 After spending 30 days or longer at high alti-
tude an adventurer becomes acclimated to it and
84–87 Wraith Monster can travel normally. Altitudes above 20,000 feet
can only be acclimated to by creatures native to
88–91 Wraith Lord Monster the environment.

92–95 Malfunctioning Planar Exploration Mountsbane. Travel time is doubled for
Portal mounts and pack animals.

96–100 Social Encounter Page @@

TABLE: LOFTY MOUNTAINS EXPLORING TIER 0

D100 ENCOUNTER TYPE

1–3 Blinding Blizzard Exploration

4–5 Bandit Monster

6–7 Berserker Monster

8–9 Black Bear Monster

10–19 Travel Scenery Page @@

20–21 Blood Hawk Monster

82

Chapter 4: Exploration

TABLE: LOFTY MOUNTAINS EXPLORING TIER 0 TABLE: LOFTY MOUNTAINS EXPLORING TIER 1

22–23 Brown Bear Monster D100 ENCOUNTER TYPE

24–26 Eagleg Monster 1–2 Allosaurus Monster

27–28 Bridge of Stones Exploration 3–4 Azer Monster

29–31 Gnoll Monster 5–6 Bandit Captain Monster

32–34 GoatG Monster 7–8 Basilisk Monster

35–37 End of Hibernation Exploration 9–10 Bugbear Monster

38–42 Goblin Monster 11–17 Travel Scenery Page @@

43–45 Gray Ooze Monster 18–19 Ettin Monster

46–48 Grick Monster 20–21 Flying Lion Monster

49–51 Hail Storm Exploration 22–23 Gargoyle Monster

52–54 Harpy Monster 24–25 Ghast Monster

55–57 Hawk Monster 26–27 Ghost Monster

58–60 Kobold Monster 28–29 Poorly-Repaired Exploration
Tunnel
61–63 Haze Exploration

64–66 Pegasus Monster 30–31 Ghoul Monster

67–69 Peryton Monster 32–33 Gnoll Monster

70–72 Poisonous SnakeG Monster 34–35 Goblin Boss or Goblin Monster
Warlock

73–74 Landslide Exploration 36–37 Grick Monster

75–76 Pseudodragon Monster 38–39 Griffon Monster

77–78 Pteranodon Monster 40–41 Labyrinthine Ravines Exploration

79–80 Swarm Of Bats Monster 42–43 Guard Monster

81–82 Lost Item Exploration 44–45 Half-Red Dragon Monster
Veteran
83–84 Swarm Of Poisonous Monster
Snakes
46–47 Harpy Monster

84–86 WolfG Monster 48–49 Hell Hound Monster

87–88 Poorly-Repaired Exploration 50–51 Hippogriff Monster
Tunnel

89–90 Worg Monster 52–53 Pests Exploration

91–99 Social Encounter Page @@ 54–55 Hobgoblin Monster

100 Thunderstorm Exploration 56–57 Knight Monster
G On an odd result, use the giant version of this creature instead.
58–59 Kobold Broodguard or Monster
Kobold Sorcerer

60–61 Magmin Monster

62–63 Manticore Monster

64–65 Pit Trap Exploration

83

Trials & Treasures

TABLE: LOFTY MOUNTAINS EXPLORING TIER 1 34–35 Green Lake Exploration

66–67 Ogrekin Monster 36–37 Fire ElementalG Monster

68–69 Owlbear Monster 38–39 Frost Giant Monster

70–71 Peryton Monster 40–41 Hail Deluge Exploration

72–73 Phase Spider Monster 42–43 Gnoll Demonfang Monster

74–75 Pugilist Monster 44–45 GrickG Monster

76–79 Thunderstorm Exploration 46–47 Lethal Outgassing Exploration

80–81 Scout Monster 48–49 Guard Squad Monster

82–83 Soldier Monster 50–51 Hill Giant Monster

84–85 Veteran Monster 52–53 Rockfall Exploration

86–87 Warrior Monster 54–55 Hobgoblin Captain Monster

88–89 Warrior Band Monster 56–57 Manticore Monster

90–91 Werewolf Monster 58–59 Rot Grubs Exploration

92–99 Social Encounter Page @@ 60–61 Medusa Monster

100 Rockfall Exploration 62–63 Ogre Monster

TABLE: LOFTY MOUNTAINS EXPLORING TIER 2 64–65 Shattered Earth Exploration

D100 ENCOUNTER TYPE 66–67 Owlbear Recluse Monster
(Elite)
1–2 Air ElementalG Monster

3–4 Allosaurus Monster 68–69 Remorhaz Spawn Monster

5–6 Cursed Temple Exploration 70–71 Treacherous Tundra Exploration

7–8 Azer Forgemaster Monster 72–73 Roc Juvenile Monster

9–10 Bandit Captain Monster 74–75 Soldier Squad Monster

11–17 Travel Scenery Page @@ 76–79 Voracious Pests Exploration

18–19 Blackguard Monster 80–81 Stone Giant Monster

20–21 Bugbear Chief Monster 82–83 Troll Monster

22–23 Dense Fog Exploration 84–85 White Elk Exploration

24–25 Bulette Monster 86–87 Warrior Band Monster

26–27 Chimera Monster 88–89 Wyvern Monster

28–29 Flimsy Rope Bridge Exploration 90–91 Wild Magic Zone Exploration

30–31 Cloud Giant Monster 92–99 Social Encounter Page @@

32–33 Cyclops Monster 100 Choking Smoke Exploration

G On an odd result, use the giant version of this creature instead.

84

Chapter 4: Exploration

TABLE: LOFTY MOUNTAINS EXPLORING TIER 3 TABLE: LOFTY MOUNTAINS EXPLORING TIER 4

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–4 Bridge of Sorrow Exploration 1–4 Adult Red Dragon Monster

5–7 Adult Copper Dragon Monster 5–7 Ancient Copper Dragon Monster

8–10 Adult Earth Dragon Monster 8–10 Ancient Earth Dragon Monster

11–16 Travel Scenery Page @@ 11–16 Travel Scenery Page @@

17–19 Adult Silver Dragon Monster 17–19 Arcane Blademaster Monster

20–22 Ascetic Grandmaster Monster 20–22 Ascetic Grandmaster Monster

23–25 Caught in th Exploration 23–25 Cloud Giant Monster
Crossfire
26–28 Divine War Exploration

26–28 Cloud Giant Noble Monster 29–31 Cloud Giant Noble Monster

29–31 Cyclops Myrmidon Monster 32–34 Dread Knight Monster

32–34 Choking Smoke Exploration 35–37 Efreeti Monster

35–37 Dread Troll 38–40 God Corpse Exploration
(Troll Variant)

38–40 Efreeti Monster 41–43 Efreeti Noble Monster

41–43 Cursed Waterway Exploration 44–46 Fire Giant Monster

44–46 Fire Giant Monster 47–49 Frost Giant Monster

47–49 Frost Giant Monster 50–52 Hallowed Ground Exploration

50–52 Endless Plummet Exploration 53–55 Frost Giant Jarl Monster

53–55 Hill Giant Chief Monster 56–58 Hill Giant Chief Monster

56–58 Hobgoblin Warlord Monster 59–61 Remorhaz Monster

59–61 Lifeless Desolation Exploration 62–64 Hellscape Exploration

62–64 Medusa Queen Monster 65–69 Stone Giant Monster
Stonetalker

65–69 Ogre Mage Monster 70–73 Storm Giant Monster

70–73 Perilous Cliff Path Exploration 74–76 Troll or Dread Troll Monster

74–76 Purple Worm Monster 77–79 Killing Cloud Exploration

77–79 Remorhaz Monster 80–82 Vampire Monster

80–82 Sphere of Annihilation Exploration 83–85 Vampire Spawn Monster

83–85 Roc Monster 86–88 Wraith Monster

86–88 Stone Giant Monster 89–91 Malfunctioning Planar Exploration
Stonetalker Portal

89–90 Sunspots Exploration 92–94 Wraith Lord Monster

91–92 Wraith Monster 95–100 Social Encounter Page @@

93–99 Social Encounter Page @@

100 Malfunctioning Planar Exploration
Portal

85

Trials & Treasures

Open Roads 52–54 Poisonous Snake Monster
55–57 Haze Exploration
Well-traveled roads with wide tracks, and plentiful 58–60 Rat Monster
inns, villages, and other stopping points along the 61–63 Skeleton Monster
way make some journeys less arduous than others. 64–66 Landslide Exploration
Adventurers journeying along country roads have 67–69 Specter Monster
many social encounters, combat encounters with 70–71 Swarm Of Rats Monster
NPCs or the occasional wild beast, and circumstance 72–73 Lost Item Exploration
and constructed terrain exploration challenges. 74–75 Wererat Monster
76–77 Zombie Monster
Terrains. Any; most road regions extend 78–79 Public Ceremony Exploration
from at least one region into one or more other 80–99 Social Encounter Page @@
regions. 100 Pests Exploration

Tiers. It’s unusual (although not impossible)
for open roads to be above tier 2.

Weather. 1–8 clear, 9–12 overcast, 13–16
rain, 17–19 mist, 20–25 snow.

Fast Travel. Adventurers move one mile per
hour faster when traveling along open roads.

TABLE: OPEN ROADS EXPLORING TIER 0 TABLE: OPEN ROADS EXPLORING TIER 1

D100 ENCOUNTER TYPE D100 ENCOUNTER

1 Awakened Shrub Monster 1 Awakened Tree Monster

2–3 Bandit Monster 2–3 Bandit Captain Monster

4–5 Counterfeit Goods Exploration 4–5 Counterfeit Goods Exploration

6–7 Cockatrice Monster 6–7 Banshee Monster

8–9 Cult Fanatic Monster 8–9 Basilisk Monster

10–19 Travel Scenery Page @@ 10–19 Travel Scenery Page @@

20–21 Cultist Monster 20–21 Cult Fanatic Monster

22–23 Ettercap Monster 22–23 Cutthroat Monster

24–25 Enchanted Windmill Exploration 24–25 Enchanted Windmill Exploration

26–27 Ghoul Monster 26–27 Doppelganger Monster

28–29 Giant Spider Monster 28–29 Ettercap Monster

30–31 End of Hibernation Exploration 30–31 End of Hibernation Exploration

32–34 Giant Wolf Spider Monster 32–34 Ettin Monster

35–37 Goblin Monster 35–37 Ghast Monster

38–41 Falling Net Exploration 38–41 Stampede Exploration

42 Kobold Monster 42 Ghost Monster

43–45 Lizard Monster 43–45 Ghoul Monster

46–48 Hail Storm Exploration 46–48 Flood Exploration

49–51 Ogre Zombie Monster

86

Chapter 4: Exploration

TABLE: OPEN ROADS EXPLORING TIER 1 26–27 Ettercap Monster
28–29
49–51 Goblin Boss or Goblin Monster 30–31 Ettin Monster
Warlock 32–34
35–36 Ghast Monster
37–38
52–54 Green Hag Monster 39–41 Flash Flood Exploration

55–57 Mushroom Ring Exploration 42–45 Ghost Monster
46–48
58–60 Half-Red Dragon Monster Ghoul Monster
Veteran 49–51

61–63 Kobold Broodguard or Monster 52–54 Goblin Boss or Goblin Monster
Kobold Sorcerer 55–56 Warlock
57–58
64–66 Pests Exploration Flimsy Rope Bridge Exploration
60–61
67–68 Ogrekin Monster 62–63 Half-Red Dragon Monster
64–66 Veteran
67–68
69–70 Ogre Monster 69–70 Half-Shadow Dragon Monster
71–72 Assassin
71–72 Pit Trap Exploration 73–74
75–76
73–74 Phase Spider Monster 77–78 Hill Giant Monster
79–80
75–76 Shadow Monster 81–82 Hail Deluge Exploration
83–84
77–78 Quicksand Exploration 85–86 Kobold Broodguard or Monster
87–88 Kobold Sorcerer
79–80 Skeletal Champion Monster 89–90
91–99
81–82 Specter Monster 100 Mage Monster

83–84 Thunderstorm Exploration Ogre Mage Monster

85–86 Werewolf Monster Lethal Outgassing Exploration

87–88 Zombie Knight Monster Ogre Zombie Monster

89–99 Social Encounter Page @@ Revenant Monster

100 Sinkhole Exploration Skeletal Warhorse Monster

Rot Grubs Exploration

TABLE: OPEN ROADS EXPLORING TIER 2 Skeleton Horde Monster

D100 ENCOUNTER TYPE Troll Monster

1–3 Cursed Temple Exploration Werewolf Monster

4–5 Bandit Captain Monster Sinkhole Exploration

6–7 Blackguard Monster Wraith Monster

8–9 Bulette Monster Zombie Horde Monster

10–17 Travel Scenery Page @@ Voracious Pests Exploration

18–19 Cambion Monster Zombie Knight Monster

20–21 Cyclops Monster Social Encounter Page @@

22–23 Doppelganger Monster Caught in the Exploration
Crossfire
24–25 Dense Fog Exploration

87

Trials & Treasures

TABLE: OPEN ROADS EXPLORING TIER 3 TABLE: OPEN ROADS EXPLORING TIER 4

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–5 Archpriest Monster 1–5 Arcane Blademaster Monster

6–10 Blackguard Monster 6–10 Archpriest Monster

11–15 Travel Scenery Page @@ 11–16 Travel Scenery Page @@

16–20 Champion Warrior Monster 17–21 Ascetic Grandmaster Monster

21–25 Cyclops Monster 22–26 Dread Knight Monster

26–30 Forgotten God Monster 27–31 Divine War Exploration

31–35 Caught in the Exploration 32–36 Empyrean Monster
Crossfire
37–42 Hill Giant Monster

36–40 High Priest Monster 43–47 God Corpse Exploration

41–45 Hill Giant Monster 48–53 Holy Knight Monster

46–50 Knight Captain Monster 55–60 Knight Captain Monster

51–55 Choking Smoke Exploration 61–65 Hallowed Ground Exploration

56–60 Malcubus Monster 66–71 Master Assassin Monster

61–65 Soldier Squad Monster 72–76 Troll or Dread Troll Monster

66–70 Vampire Monster 77–81 Killing Cloud Exploration

71–75 Endless Plummet Exploration 82–87 Vampire Monster

76–80 Wereboar Monster 88–94 Wraith Lord Monster

81–85 Werewolf Monster 95–100 Social Encounter Page @@

86–90 Wraith Lord Monster

91–99 Social Encounter Page @@

100 Divine War Exploration

88

Chapter 4: Exploration

Parched Sands 51–53 Landslide Exploration

Endless dunes and the baking sun make these 54–56 Jackal Monster
deserts difficult and dangerous places in which
to survive. Adventurers journeying through this 57–59 Kobold Monster
region have very few social encounters.
60–62 LizardG Monster
Terrains. Desert, grassland, hills, mountains,
ruins, settlement, subterranean, temple, tomb. 63–65 Mimic Monster

Tiers. A desert region with numerous oases 66–67 Lost Item Exploration
might be tier 1, but most are tier 2 or higher.
68–70 Poisonous SnakeG Monster
Weather. 1–25 clear.
Hot. Traveling at faster than a slow pace is 71–73 Pseudodragon Monster
dangerous in the region’s hot temperatures, and
adventurers that do so suffer a level of fatigue 74–76 Scorpion Monster
when taking a long rest (even if they have
Supply). The use of appropriate mounts (such 77–79 Scout Monster
as camels) and keeping a light pack (less than
half carrying capacity) allow for adventurers to 80–84 Sea of Sand Exploration
travel as fast as a normal pace without suffering
fatigue during a long rest. 85–87 Swarm of Poisonous Monster
Unquenchable Thirst. Twice the usual amount Snakes
of Supply is required when taking a long rest.
Journey Activities. It is not possible to Busk. 88–90 VultureG Monster
Checks to Harvest or Hunt and Gather are
made at disadvantage. 91–92 Warrior Monster

93–99 Social Encounter Page @@

100 Labyrinthine ravines Exploration
G On an odd result, use the giant version of this creature instead.

TABLE: PARCHED SANDS EXPLORING TIER 0 TABLE: PARCHED SANDS EXPLORING TIER 1

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–3 Acolyte Monster 1–2 Sea of Sand Exploration

4–6 Ankheg Spawn Monster 3–4 Acolyte Monster

7–9 Bandit Monster 5–6 Ankheg Monster

10–12 Berserker Monster 7–8 Bandit Captain Monster

13–21 Travel Scenery Page @@ 9–10 Basilisk Monster

22–24 Blood Hawk Monster 11–12 Bugbear Monster

25–27 Camel Monster 13–19 Travel Scenery Page @@

28–30 Cockatrice Monster 20–21 Couatl Monster

31–33 Cultist Monster 22–23 Cult Fanatic Monster

34–36 Counterfeit Goods Exploration 24–25 Doppelganger Monster

39–41 Death Dog Monster 26–27 Druid Monster

42–44 Flying Snake Monster 28–29 Flying Lion Monster

45–47 Gnoll Monster 30–31 Labyrinthine Ravines Exploration

48–50 HyenaG Monster 32–33 Ghast Monster

89

Trials & Treasures

TABLE: PARCHED SANDS EXPLORING TIER 1 100 Lethal Outgassing Exploration

34–35 Ghost Monster

36–37 Ghoul Monster TABLE: PARCHED SANDS EXPLORING TIER 2

38–39 Giant Scorpion Monster D100 ENCOUNTER TYPE

40–41 Pests Exploration 1–3 Alchemist Monster

42–43 Gnoll Monster 4–5 Acid Field Exploration

44–45 Goblin Boss Monster 6–7 Ankheg Queen Monster

46–47 Griffon Monster 8–9 Assassin Monster

48–49 Guard Squad Monster 10–17 Travel Scenery Page @@

50–51 Half-Red Dragon Monster 18–19 Blackguard Monster
Veteran
20–21 Bugbear Chief Monster

52–53 Pit Trap Exploration 22–23 Cursed Temple Exploration

54–55 Harpy Monster 24–25 Bulette Monster

56–57 Hell Hound Monster 26–27 Cambion Monster

58–59 Jackalwere Monster 28–29 Flash Flood Exploration

60–61 Knight Monster 30–31 Chimera Monster

62–63 Lamia Monster 32–34 Cyclops Monster

64–65 Private Property Exploration 35–36 Flimsy Rope Bridge Exploration

66–67 Magmin Monster 37–38 Doppelganger Monster

68–69 Manticore Monster 39–41 Gnoll Demonfang Monster

70–71 Mimic Monster 42–44 Lethal Outgassing Exploration

72–73 Mummy Monster 45–47 Gorgon Monster

74–75 Ogrekin Monster 48–50 Guardian Naga Monster

76–77 Quicksand Exploration 51–53 Rot Grubs Exploration

78–79 Priest Monster 54–56 High Priest Monster

80–82 Scorpionfolk Monster 57–58 Hobgoblin Captain Monster

83–85 Soldier Monster 60–61 Sandstorm Exploration

86–89 Warrior Band Monster 62–63 Jackalwere Pack Monster
Leader
90–92 Veteran Monster

93–99 Social Encounter Page @@ 64–65 Kobold Broodguard or Monster
Kobold Sorcerer

66–68 Shattered Earth Exploration

69–70 Medusa Monster

71–72 Ogre Monster

73–74 Tornado Exploration

90

Chapter 4: Exploration

TABLE: PARCHED SANDS EXPLORING TIER 2 74–76 Sand Ray Monster
(Cloaker Variant)
75–76 Revenant Monster 77–79
80–82
77–78 Scorpionfolk Monster Primordial Tornado Exploration
83–85
79–80 Voracious Pests Exploration Sand Worm (Purple Monster
86–88 Worm Variant)
81–82 Soldier Squad Monster 89–90
91–92
83–84 Strider Monster Scorpionfolk Monster
93–99 Imperator
100
85–86 Wild Magic Zone Exploration Sphinx Monster

87–88 Warrior Band Monster Sunspots Exploration

89–92 Wyvern Monster Stone Colossus (Stone
Guardian Variant)
93–99 Social Encounter Page @@

1T0A0BLE: PARCHESDunSsApNoDtsS EXPLORING TIEERx3ploration Social Encounter Page @@

D100 ENCOUNTER TYPE Malfunctioning Planar Exploration
Portal
1–3 Adult Blue Dragon Monster

4–6 Adult Brass Dragon Monster TABLE: PARCHED SANDS EXPLORING TIER 4

7–9 Ascetic Grandmaster Monster D100 ENCOUNTER TYPE

10–16 Travel Scenery Page @@ 1–5 Divine War Exploration

17–19 Assassin Monster 6–10 Ancient Brass Dragon Monster

20–22 Champion Warrior Monster 11–12 Ascetic Grandmaster Monster

23–25 Djinni Monster 13–16 Travel Scenery Page @@

26–28 Caught in the Exploration 17–21 Djinni Monster
Crossfire

29–31 Efreeti Monster 22–26 Djinni Noble Monster

32–34 Fire Giant Monster 27–31 God Corpse Exploration

35–37 Forgotten God Monster 32–36 Efreeti Monster

38–39 Choking Smoke Exploration 37–42 Efreeti Noble Monster

40–42 Gorgon Monster 43–47 Hellscape Exploration

43–45 Guardian Naga Monster 48–53 Fire Giant Monster

46–48 Harpy Monster 55–60 Hobgoblin Warlord Monster

49–51 Endless Plummet Exploration 61–65 Killing Cloud Exploration

52–54 Hobgoblin Warlord Monster 66–71 Master Assassin Monster

55–57 Medusa Queen Monster 72–76 Mummy Lord Monster

58–61 Mummy Lord Monster 77–81 Malfunctioning Planar Exploration
Portal

62–64 Lifeless Desolation Exploration 82–87 Rakshasa Monster

65–69 Ogre Mage Monster 88–94 Sphinx (Greater) Monster

70–73 Rakshasa Monster 95–100 Social Encounter Page @@

91

Trials & Treasures

Restless Sea TABLE: RESTLESS SEA EXPLORING TIER 0

Rapid currents and quick trade routes make D100 ENCOUNTER TYPE
these waters popular with merchants, but only
the bravest and most skilled sailors are willing to 1 Aboleth Thrall Monster
chance the frequent, dangerous, and unpredictable
waves. Adventurers journeying through this region 2–3 Crocodile Monster
or along its coast have to overcome an unusually
high number of weather event exploration chal- 4–5 Flumph Monster
lenges, as well as some combat encounters and
social encounters. 6–7 Gelatinous Cube Monster

Terrains. Coast, water. 8–9 Giant Crab Monster
Tiers. Regions with calm waters might be tier
1, but most adventurous seas are tier 2 or tier 3. 10–19 Travel Scenery Page @@
Weather. 1–7 clear, 8–11 overcast, 12–16 rain,
17–25 mist. 20–21 Giant Octopus Monster
Journey Activities. Adventurers have disad-
vantage on checks made to Scout. Busking is 22–23 Giant Poisonous Snake Monster
possible on coastlines, but not the open sea.
Checks made to Hide Tracks on the open sea 24–25 Giant Seahorse Monster
automatically succeed, and those made to Track
automatically fail. Checks to Hunt and Gather 26–27 Gray Ooze Monster
are made with advantage.
Rolling Mists. Adventurers gain an expertise 28–29 Hunter Shark Monster
die on Stealth checks if the weather is not clear.
Thick Fog. Without the sight of natural land- 30–31 Hail Storm Exploration
marks to guide them, adventurers have disad-
vantage on checks made to navigate the area if 32–34 Kobold Monster
the weather is not clear.
35–37 Merfolk Monster

38–42 Merrow Monster

43–45 Ochre Jelly Monster

46–48 Octopus Monster

49–51 Haze Exploration

52–54 Pirate (Bandit Variant) Monster

55–57 Plesiosaurus Monster

58–60 Poisonous Snake Monster

61–63 Quipper Monster

64–66 Reef Shark Monster

67–69 Lost Item

70–71 Sahuagin Monster

72–73 Sea Hag Monster

74–75 Seahorse Monster

76–77 Siren (Harpy Variant) Monster

78–79 Spark Mephit Monster

80–81 Stampede Exploration

82–83 Swarm Of Poisonous Monster
Snakes

84–85 Swarm Of Quippers Monster

92

Chapter 4: Exploration

TABLE: RESTLESS SEA EXPLORING TIER 0 TABLE: RESTLESS SEA EXPLORING TIER 2

86–87 Will-O-Wisp Monster D100 ENCOUNTER TYPE

88–99 Social Encounter Page @@ 1–4 Aboleth Thrall Monster

100 Thunderstorm Exploration 5–8 Black Pudding Monster

TABLE: RESTLESS SEA EXPLORING TIER 1 9–13 Travel Scenery Page @@

D100 ENCOUNTER TYPE 14–17 Bunyip Monster

1–4 Aboleth Thrall Monster 18–21 Chuul Monster

5–8 Black Pudding Monster 22–25 Cursed Temple Exploration

9–12 Gelatinous Cube Monster 26–29 Ghost Monster

13–18 Travel Scenery Page @@ 30–33 Giant Crocodile Monster

19–22 Ghost Monster 34–37 Dense Fog Exploration

23–26 Giant Lanternfish Monster 38–41 Giant Shark Monster
(Lamia Variant)
42–45 Giant Water Elemental Monster

27–30 Killer Whale Monster 46–49 Hail Deluge Exploration

31–34 Kobold Broodguard or Monster 50–53 Hydra Monster
Kobold Sorcerer
54–57 Merfolk Knight Monster

35–38 Lacedon Ghast (Ghast Monster 58–61 River Rapids Exploration
Variant)
62–65 Pirate Captain (Bandit Monster
Captain Variant)
39–42 Lacedon Ghoul (Ghoul Monster
Variant)
66–69 Sahuagin Champion Monster

43–46 Pests Exploration 70–73 Tornado Exploration

47–50 Merfolk Knight Monster 74–77 Sea Hag Monster

51–54 Merrow Monster 78–80 Sea Serpent Monster

55–58 Merrow Mage Monster 81–84 Voracious Pests Exploration

59–62 Ochre Jelly Monster 85–88 Water Elemental Monster

63–66 Pirate Captain (Bandit Monster 89–92 Wild Magic Zone Exploration
Captain Variant)

67–70 Private Property Exploration 93–99 Social Encounter Page @@

71–74 Sahuagin Monster 100 Sunspots Exploration

75–78 Sea Hag Monster

79–82 Siren (Harpy Variant) Monster

83–86 Will-O-Wisp Monster

87–90 Thunderstorm Exploration

91–99 Social Encounter Page @@

100 River Rapids Exploration

93

Trials & Treasures

TABLE: RESTLESS SEA EXPLORING TIER 3 TABLE: RESTLESS SEA EXPLORING TIER 4

D100 ENCOUNTER TYPE D100 ENCOUNTER TYPE

1–5 Caught in the Exploration 1–8 Divine War Exploration
Crossfire
9–16 Aboleth Monster

6–10 Aboleth Monster 17–21 Travel Scenery Page @@

11–12 Adult Bronze Dragon Monster 22–30 Adult Gold Dragon Monster

13–16 Travel Scenery Page @@ 31–38 Ancient Bronze Monster
Dragon
17–22 Chuul Monster

23–28 Marid Monster 39–46 Hallowed Waters (as Exploration
Hallowed Ground)
29–34 Choking Smoke Exploration

35–39 Merclops Monster 47–54 Ancient Aboleth (Elite Monster
(Cyclops Variant) Aboleth Variant)

40–45 Pyrohydra Monster 55–63 Dragon Turtle Monster
(Hydra Variant)
64–72 Hellscape Exploration

46–51 Cursed Waterway Exploration 73–80 Marid Noble Monster

52–57 Roc Monster 81–88 Killing Cloud Exploration

58–63 Sahuagin Champion Monster 89–91 Storm Giant Monster

64–69 Lifeless Desolation Exploration 92–94 Tsunami Exploration

70–75 Scrag (Troll Variant) Monster 95–100 Social Encounter Page @@

76–81 Sea Serpent Monster Rolling Grasslands

82–87 Sunspots Exploration There is great prosperity among the people that
call these fields and rolling hills home. Adventurers
88–92 Storm Giant Monster journeying through this region have frequent social
encounters, few combat encounters, and several
93–99 Social Encounter Page @@ circumstance exploration challenges.

100 Hallowed Waters (as Exploration Terrains. Grassland, hills, ruins, settlement,
Hallowed Ground) subterranean, temple, tomb.

Tiers. These plains and hills tend to be tier 1
and 2 regions, with threats from bandits, goblin
tribes, or wild animals.

Weather. 1–8 clear, 9–12 overcast, 13–16
rain, 17–19 mist, 20–25 snow.

Journey Activities. Adventurers gain advan-
tage on checks made to Chronicle, Gossip,
Harvest, and Rob.

94

Chapter 4: Exploration

TABLE: ROLLING GRASSLANDS EXPLORING TIER 0 83–84 Wolf Monster
85 Stampede Monster
D100 ENCOUNTER TYPE 86–98 Social Encounter Page @@
100 Thunderstorm Exploration
1 Ankheg Monster

2 Ankheg Spawn Monster

3–4 Bridge Of Stones Exploration

5 Bandit Monster TABLE: ROLLING GRASSLANDS EXPLORING TIER 1

6–7 Bloodhawk Monster D100 ENCOUNTER TYPE

8–22 Travel Scenery Page @@ 1 Ankheg Queen Monster

23 Bugbear Monster 2–3 Bandit Captain Monster

24 Druid Monster 4–5 Bridge Of Stones Exploration

25 Counterfeit Goods Exploration 6–7 Basilisk Monster

26–27 Eagle Monster 8–21 Travel Scenery Page @@

28–29 Ettercap Monster 22–23 Bugbear Chief Monster

30–31 Enchanted Windmill Exploration 24–25 Doppelganger Monster

32–34 Gnoll Monster 26–27 End Of Hibernation Exploration

35–37 Goat Monster 28–29 Druid Monster

38–41 End Of Hibernation Exploration 30–31 Ettercap Monster

42 Goblin Monster 32–34 Ettin Monster

43–45 Harpy Monster 35–36 Stampede Exploration

46–48 Falling Net Exploration 37–38 Flying Lion Monster

49–51 Hippogriff Monster 39–41 Ghast Monster

52–54 Hobgoblin Monster 42 Goblin Boss or Goblin Monster
Warlock

55–57 Forested Hills Exploration 43–44 Flood Exploration

58–60 Kobold Monster 45–46 Griffon Monster

61–63 Ogrekin Monster 47–48 Guard Squad Monster

64–66 Hail Storm Exploration 49–51 Labyrinthine Ravines Exploration

67–69 Pegasus Monster 52–54 Half-Red Dragon Monster
Veteran
70–71 Peryton Monster

72–73 Haze Exploration 55–56 Hobgoblin Captain Monster

74–75 Poisonous Snake Monster 57–58 Jackalwere Monster

76–77 Satyr Monster 60–61 Mushroom Ring Exploration

78–79 Landslide Exploration 62–63 Knight Monster

80 Scarecrow Monster 64–66 Kobold Broodguard or Monster
Sorcerer
81 Stirge Monster

82 Lost Item Exploration 67–68 Lamia Monster

95

Trials & Treasures

TABLE: ROLLING GRASSLANDS EXPLORING TIER 1 49–51 Hail Deluge Exploration
52–54
69–70 Pests Exploration 55–56 Jackalwere Monster
57–58
71–72 Manticore Monster 60–61 Lamia Monster
62–63
73–74 Ogre Monster 64–65 Magical Overgrowth Exploration
66–67
75–76 Private Property Exploration 68–69 Manticore Monster
70–71
77–78 Owlbear Monster 72–73 Ogre Mage Monster
74–75
79–80 Priest Monster 76–77 Rot Grubs Exploration
78–79
81–82 Thunderstorm Exploration 80–81 Roc Juvenile Monster
82–83
83–84 Scout Monster 84–85 Scarecrow Harvester Monster
86–87
85–86 Veteran Monster 88–89 Shattered Earth Exploration
90–99
87–88 Warrior Band Monster 100 Soldier Squad Monster

89–99 Social Encounter Page @@ Strider Monster

100 Rot Grubs Exploration Thundering Stampede Exploration

Triceratops Monster

TABLE: ROLLING GRASSLANDS EXPLORING TIER 2 Troll Monster

D100 ENCOUNTER TYPE

1 Ankheg Queen Monster Voracious Pests Exploration

2–3 Cursed Temple Exploration Warrior Band Monster

4–5 Allosaurus Monster Wyvern Monster

6–7 Ankylosaurus Monster Wild Magic Zone Exploration

8–17 Travel Scenery Page @@ Social Encounter Page @@

18–19 Blackguard Monster Fey Glade Exploration

20–21 Bugbear Chief Monster TABLE: ROLLING GRASSLANDS EXPLORING TIER 3

22–23 Dense Fog Exploration D100 ENCOUNTER TYPE

24–25 Chimera Monster 1–3 Bridge Of Sorrow Exploration

26–27 Cyclops Monster 4–6 Adult River Dragon Monster

28–29 Flash Flood Exploration 7–9 Ankylosaurus Monster

30–31 Ettin Monster 10–12 Blackguard Monster

32–34 Flying Lion Monster 13–16 Travel Scenery Page @@

35–36 Flimsy Rope Bridge Exploration 17–19 Champion Warrior Monster

37–38 Gnoll Demonfang Monster 20–22 Cyclops Monster

39–41 Gorgon Monster 23–25 Diplodocus Monster

42 Green Lake Exploration 26–28 Caught in the Exploration
Crossfire

43–45 Griffon Monster 29–31 Gorgon Monster

46–48 Guard Squad Monster

96

Chapter 4: Exploration

TABLE: ROLLING GRASSLANDS EXPLORING TIER 3 77–81 Malfunctioning Planar Exploration
Portal
32–34 Harpy Monster 82–94
95–100
35–37 Hobgoblin Warlord Monster Troll or Dread Troll Monster

38–39 Choking Smoke Exploration Social Encounter Page @@

40–45 Holy Knight Monster Tangled Forest

46–48 Invisible Stalker Monster From temperate forests and woodlands which
harbor bandit encampments to lush tropical jungles
49–51 Knight Captain Monster home to giant apes and mighty dinosaurs, these
regions are covered with trees and undergrowth.
52–54 Cursed Waterway Exploration Adventurers journeying through regions like this
contend with frequent monster encounters and
55–57 Ogre Mage Monster natural terrain and supernatural exploration chal-
lenges.
58–61 Rakshasa Monster
Terrains. Forest, jungle, mountains, ruins,
62–64 Roc Monster settlement, subterranean, swamp, temple, tomb.

65–69 Endless Plummet Exploration Tiers. Tangled forests often range from tier 1
through tier 4. At tier 1, a Tangled Forest might
70–73 Soldier Squad Monster be the forest home of a band of outlaws or
bandits, while higher tiers might feature dino-
74–76 Triceratops Monster saurs, dragons, giant insects, and ancient traps.

77–79 Troll or Dread Troll Monster Weather. 1–6 clear, 7–14 mist, 15–20 rain,
21–25 snow.
80–82 Fey Glade Exploration
Heavy Undergrowth. Ranged attacks beyond
83–85 Tyrannosaurus Rex Monster 15 feet are made with disadvantage.

86–88 Weretiger Monster Natural Camouflage. Adventurers gain an
expertise die on Stealth checks.
89–90 Wyvern Monster
Journey Activities. Adventurers gain advan-
91–92 Sunspots Exploration tage on checks made to Harvest or to Hunt and
Gather.
93–99 Social Encounter Page @@

100 Malfunctioning Planar Exploration
Portal

TABLE: ROLLING GRASSLANDS EXPLORING TIER 4

D100 ENCOUNTER TYPE TABLE: TANGLED FOREST EXPLORING TIER 0

1–12 Adult Gold Dragon Monster D100 ENCOUNTER TYPE

13–16 Travel Scenery Page @@ 1 Ape

17–26 Ancient River Dragon Monster 2–3 Awakened Tree Monster

27–31 Divine War Exploration 4–5 Awakened Shrub Monster

32–42 Hobgoblin Warlord Monster 6–7 Baboon Monster

43–47 God Corpse Exploration 8–15 Travel Scenery Page @@

48–60 Holy Knight Monster 16–17 Blood Hawk Monster

61–65 Hallowed Ground Exploration 18–19 Bugbear Monster

66–76 Rakshasa Monster 20–21 Cockatrice Monster

97

Trials & Treasures

TABLE: TANGLED FOREST EXPLORING TIER 0 TABLE: TANGLED FOREST EXPLORING TIER 1

22–23 Constrictor Snake Monster D100 ENCOUNTER TYPE

24–25 Cult Fanatic Monster 1–3 Allosaurus Monster

26–27 Cultist 4–6 Ankylosaurus Monster

28–29 Dropbear Monster 7–9 Bandit Captain Monster

30–31 Druid Monster 10–13 Basilisk Monster

32–33 Bridge Of Stones Exploration 14–21 Travel Scenery Page @@

34–35 Dryad 22–24 Boggard Monster

36–37 Flying Snake Monster 25–28 Bugbear Chief Monster

38–40 Frog 29–31 Couatl Monster

41–43 Giant Frog Monster 32–34 Flood Exploration

44–48 Giant Lizard Monster 35–37 Green Dragon Monster
Wyrmling Monster
49–51 Giant Poisonous Monster
Snake Monster
38–41 Elephant Monster

52–53 Giant Spider Monster 42–46 Pests Exploration

54–55 Giant Toad Monster 47–49 Green Hag Monster

56–57 Falling Net Exploration 50–54 Pit Trap Exploration

58–59 Harpy Monster 55–58 Lizardfolk Monster

60–61 Lizard Monster 59–62 Lizardfolk Druid Monster

62–63 Lizardfolk Monster 63–66 Manticore Monster

64–65 Lizardfolk Druid Monster 67–70 Ogre Monster

66–70 Forested Hills Exploration 71–74 Owlbear Monster

71–72 Ogrekin Monster 75–77 Scout Monster

73–74 Panther Monster 78–80 Quicksand Exploration

75–76 Poisonous Snake Monster 81–83 Warrior Band Monster

77–78 Haze Exploration 84–86 Weretiger Monster

79–80 Pteranodon Monster 87–92 Thunderstorm Exploration

81–82 Swarm of Insects Monster 93–99 Social Encounter Page @@

83–84 Swarm of Poisonous Monster 100 Cursed Temple Exploration
Snakes

85–86 Tiger Monster TABLE: TANGLED FOREST EXPLORING TIER 2

87–88 Stampede Exploration D100 ENCOUNTER TYPE

89–91 Warrior Monster 1–3 Acid Field Exploration

92–99 Social Encounter Page @@ 4–6 Alchemist Monster

100 Quicksand Exploration 7–9 Boggard Sovereign Monster

98


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