Travel Encounter - Mountains
Mountains 1
A faint growling draws near as out from a nearby cave, 1d4+1 Chimera attack the party on a hunt for breakfast.Mountains 2
As the party is preparing to set out for the day, they suddenly look up to realize they've all been duplicated by Doppelgangers! Everyone has a duplicate (also played by the copied character's player). Once one of the Doppelgangers' covers has been blown, they'll all break character and try to flee in separate directions. If any make it far enough away from the party, they'll vanish along with up to 1d4+2 days rations, each.Mountains 3
1d4+2 Trolls surround the party and claim the area is their home and that trespassers will give food or become it. They demand 1d4+2 day's rations (but will scarf down the food and attack anyway).Mountains 4
A strange hole appears near the party's current location. It's just big enough for a creature sized medium or smaller to fit in. The inside of the hole is pitch black and dark vision or dropping a light down reveals that the hole seems to go down 10 feet before opening into a small earthen chamber (25'x25'x10') with piles of gold and fresh food at the bottom. A carved stone near the hole reads;Feed the deep and Sunken Sky and carry on, ye passersby/ Stinge or steal the offered hoard, and join, you will, the Buried Lord.If the party drops in at least 10 GP or a day's rations, they may leave un-accosted. If they try to leave without making the minimum offering, or try to steal from the treasure below, they will be attacked by 1d4+1 Earth Elementals that will try to drag them into the hole and, from there, burry them under the treasure. Any food or gold successfully taken from the chamber immediately rots or turns to stone upon passing through the entrance hole. If the players try to dig a new hole out or in, they will find the dirt and rock extends infinitely in all directions, even up.
Mountains 5
The party has unknowingly set up camp in the path of a Goblin patrol. 2d10+5 Goblins and 1 Hobgoblin attack the party. Their orders are to kill the outsiders or die trying. They cannot be bribed or persuaded out of fear of their boss, a nearby Bugbear. Each Goblin is only carrying rusty weapons and 1d4 CP. The Hobgoblin has similarly rusty weapons and only 2d8 SP.Mountains 6
The party must all make a DC 18 Perception check to detect, or a DC 15 DEX check to avoid taking 1d8 bludgeoning damage as they walk into a 15ft deep, 25x40ft pit fall trap. 8d4 Goblins attack looking for a meal while another one steals 2d4 rations from the party's supplies and climbs out.Mountains 7
The party comes across a group of 7 dwarves are playing a drinking dice game.They invite the party to join them, offering 100gp to the winner. If the PCs join in, the dwarves will try to get the party drunk so they can rob them. DC 17 CON save. If all present fail, they take 1d10+1 GP from each present party member and 1d4 days rations from the group. If any PCs sit out, they must make a DC 15 Perception check to spot the dwarves trying to rob their companion(s)
Mountains 8
An outcropping of large rocks near camp is revealed to be covering the entrance to a basilisk nest.A single basilisk comes out to defend their home from invaders. Another rests inside. The nest itself is empty of eggs.
Mountains 9
The party hears the sounds of combat. Upon approach they find a Tabaxi Knight named Major O'Malley near fatally wounded and fending off a single Giant Spider with two others dead nearby. One PC who got a bit too close/dealt the most damage/dealt the final hit sees the spider glare at them before it falls, a pain manifesting for only moment. Then nothing else of note occurs… Until they prepare to sleep. A spider sits in clear view, watching intently with its many eyes. If they try to kill it, it's just like a normal spider; it dies. But it shows up again. And there's no doubting it; it is the same spider.Always watching, but unseen by everyone else... Eventually, it invades the PC's dreams. Still watching. Still waiting. "Are you going to finish our combat?" It chitters. "A duel to reclaim my honor. All I need for us both to rest. Call for me when you are ready. I lie in wait." If the request is entirely ignored, the PC may find spider bites around their ankles. If summoned, the spider appears only to them, in its giant form, ready for combat. (Alternatively, Remove Curse could alleviate these requirements but there will always be the feeling of being watched, with the spirit of the spider unable to move on.)
Mountains 10
A monster hunter (knight) approaches the party for assistance slaying a mark, which turns out to be a Tyrannosaurus Rex. She promises the party a 2d10+5 GP cut if they help her. On round 3 of the battle, the T-rex’s mate, another Tyrannosaurs Rex, arrives to join the battle.Mountains 11
The party comes across a bright yellow door with a spiral pattern on its face. The door and its frame are either standing alone with no walls or structure to support them, or placed firmly in the rocky wall, as if they'd always been there. All party members present must make a DC 15 WIS save to avoid being compelled to open the door.On the other side of the door is the image of a long winding yellow hallway. When the compelled player attempts to step through, they smack into the solid rock wall that is actually on the other side. They take no damage, but are deeply embarrassed and a bit disoriented.
Mountains 12
The party crosses paths with a standoffish hiker and their pet wolf. The hiker will travel with them a ways and even offer to take a watch at night.They won't share their rations, nor will they take any from the party. If there's a violent night encounter, or the party reacts with hostility, the hiker will reveal themself to be a Werewolf. If this encounter is on a day immediately before or after a full moon, the hiker will decline to stay with the party overnight.
If there's a violent night encounter, a werewolf will appear to assist the party (if they were friendly earlier). The Hiker and their wolf will leave surreptitiously before first light the next morning.
Mountains 13
The party finds 3d6 kobolds talking about the terrible being they worship (and hope for the honor of being eaten by). Investigating, they can find it's an orphan young white dragonMountains 14
A pair of Young Brass Dragons are arguing loudly in a nearby cave because their wyrmling baby was born a Red Dragon. If the party is noticed or intrudes, the Brass "Father" will offer to hire them to kill the young red dragon responsible, who lives somewhere nearby. He offers 100 GP, whatever treasure they find in the red dragon's hoard, and the promise of a favor. If accepted, the quest will take them half a day off their path (a full day's travel there and back. Upon arrival, they see a female gold dragon quickly exit the lair and fly away. The Young Red Dragon will offer them 150 GP on the spot to "piss off". Both dragons' hoards consist of 8d10x100 GP is coins, small jewels, and various treasures, including 2 Potions of Superior Healing and 1 Potion of Speed (for the Brass hoard) or Mind Reading (for the Red).Mountains 15
A drunken dwarf challenges the strongest looking party member to a wrestling match. If accepted, the challenged will roll a Strength contest to beat her (minimum DC 15), and she gives the party member 5 GP, win or lose. The party member gains a level of exhaustion on a failure.Mountains 16
The party is approached by a traveling merchant (human, orc, halforc, or dwarf with Berserker stats) that claims to be a follower of Aratos. They offer to sell the party up to 4 Potions of War for 50 GP each. DM Note: The merchant has no other wares, but will buy weapons with up to half of the 500 GP they have on them.Mountains 17
The party crosses paths with a friendly hiker and their pet wolf. The hiker will travel with them a ways and even offer to take a watch at night. They can answer 1d4 questions about the area and if they stay the night with the party, they'll share their food (stocked rations do not decrease that night). The Hiker leaves at first light the next morning. DM Note: The hiker will aid in any night encounters with the stats of a Gladiator. They're only carrying 50 GP on them.Mountains 18
The party stumbles across a bright yellow door with a spiral pattern set into the stonework, or standing in a lone frame. All party members present must make a DC 15 WIS save to avoid being compelled to open the door and step through.On the other side is a long straight hallway that leads to an open door revealing what is recognizably a location that is 1d4 days farther along the party's current path than their current location.
Mountains 19
The party is approached by two wandering priestesses. They claim they are on a mission from the Goddess Koredes to guard the world's souls against the "false" gods the outworlders brought with them.If confronted regarding the party's status as outworlders, they bear no ill will as they know none were brought here by chance. As they continue on their way, they offer to cast an advanced Death Ward on each member of the party. Unlike the base spell, this one lasts 1d4+2 days
Mountains 20
After a full day of travel the party stumbles upon an oblong cave opening in the rocky face of the terrain. In the back is a small circular pool of clear, gently bubbling water, and standing above it is a Human/Elven/Dragonborn/Halfelf hermit clad in ragged, dark green robes.They claim to be a Holy Archivist of the Ceaseless Watcher. The pool is an Iris Spring, one of a handful hidden across the world. The spring's magic takes 24 hours to charge, but once a day, someone can bathe in its waters and receive a vision.
The Archivist offers to let someone from the party bask in the Iris and see what they see. What they see is based on the question they ask (and 1d20+WIS check any truth present or past, so long as the knowledge isn't magically obscured. The Archivist will also offer to bless the party with some Minor Foresight (advantage on Initiative rolls for the next 3 days)
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