Travel Encounters - Forest
Forest 1
A hush falls over the party as massive footsteps suddenly drown out the sounds of the surrounding fauna. 1d6+1 Trolls lumber out of the woods looking for a fight. Starting when the party is level 15, and additional 2 Trolls join the fight on turn 4.Forest 2
The party finds themselves in a particularly shady part of the forest when 1d4+1 Vampire Spawn emerge. They haven't found any suitable prey all night, and they are famished.Forest 3
A "bandit" approaches the party threatening them for 60 GP while their partner steals 1d4+1 day's rations and hides them (a DC 17 Perception check reveals the misdirection). If confronted, they reveal themselves to be a Wereboar and a Weretiger.Forest 4
On the road, the party hear a whistled tune. "A hunting we will go..." the voice occasionally sings. It gets closer and closer until...there's a halfling, wearing standard traveler's clothes, but no other equipment, as if they're just out for a stroll. Upon seeing the party, he smiles a smile that sends a shiver down the spine. If conversed with, he seems blunt in speech. He asks "how long will you be travelling for?" responding with a knowing nod to any answer. At the end of the interaction, he takes a deep breath as if taking in a scent, then he promptly leaves with the guiding words "today is a good day for a run." After he leaves, a crack of a twig alerts the party to the shadows. It's just an elk, grazing peacefully. Until it is suddenly swarmed by a pack of 1d4+2 Werewolves, tearing into the once stoic creature with ferocity. One by one, the beasts look towards the party. They will retreat if fed 2 day's rations. Otherwise they will give chase.
Forest 5
While the party travel another day through the wilderness, the weather takes a turn for the worse. The rain (or sleet, depending on the season) does not reach through the thick canopy, but a dense fog begins to settle in, swirling and obscuring anything more than 15ft ahead.Just beyond the party's field of view, there are things moving in the mist. Amidst the fog they find an abandoned shrine-house of Solitus, about 15'x20' inside with a small alter in the back.
Do they shelter inside and risk separation, or stay in the mist and fight off the evasive 1d4+2 Winter Wolves? When inside the shrine, characters can hear what's happening outside, although it is muted as if suddenly far away. Inside, however, they become invisible, intangible, and silent to one another. For all intents and purposes, it's as if they are the only one inside.
The sudden extreme lonesomeness causes all who enter to make a DC 16 CHA save or take 1d6+4 psychic damage and flee from the shrine. The Winter Wolves will leave if they have no targets for a few minutes. The fog clears with them.
Forest 6
The players find an old, broken down wagon. There are spider webs and other signs that it has been there for some time. Inside, there are 12 large eggs (about 8" long). Each egg is covered in cobwebs.PCs must make a DC 15 WIS save or be compelled to reach forward and touch the eggs. Passing the save, a character will find and snap a thread of spider's silk pulling their hand forward. The eggs exude a slightly pulsating warmth but are otherwise safe to touch. If handled roughly or opened however, they will hatch a Giant Wolf Spider that will rapidly age to maturity before attacking the nearest possible target. If the party takes any of the eggs, they will be attacked by 1d4 Giant Spiders, coming from the direction of the old wagon as they stop to make camp for the night.
The spider(s) will fight to the death to take back the eggs Note: this is a part of the Daily Encounter and separate from any Night Encounter rolls
Forest 7
1d10+5 Bandits and 1d4+1 Bandit Captains jumps out of the trees and attack, looking to overwhelm the party with numbers. An unseen bandit is able to make off with 1d4-1 day's rations before the fight is over.Forest 8
The group finds 1d6+2 barrels marked "wine" lying on the side of a road. They are all mimics save for 1 which is a real barrel. Unfortunately, the wine has not aged well in its condition and is spoiled.Forest 9
1d6+2 centaurs approach a the players and request they stop hunting in their woods. Players may;- refuse, and risk a fight
- agree and take a chance that the Centaurs may catch them gathering later (DM rolls 1d6 every time they roll to Gather in those woods. Party is caught and surprise attacked on a 1)
- or attempt to lie to placate the centaurs
Forest 10
A pixie asks the party to make a dress for an upcoming date. If they agree they receive 1d10+5gp. If they don’t, she runs away crying and returns later with her barbed devil date and the barbed devil’s sister, both very upset.Forest 11
The group finds an owlbear cub being attacked by 2d6 wolves. If they try to keep the owlbear cub with them, its mother will track them down as part of one of that night's encounter rolls.Forest 12
An arrow strikes a nearby tree, with a note attached to it. The note reads “You are a fool for looking!” No source of the arrow can be found.Forest 13
A group of 1d4+2 hunters (spies) are hunting unicorns, and ask the party to assist for a reward (3d6+3gp). 1d4+1 unicorns dwell nearby.Forest 14
A man is trapped under a log.DM Note: His party abandoned him on the road after failing to lift the log. They took his gear and fled 2-3 days ago. If the party decides to help him, they must do a DC15 check (STR or Athletics).
A failure drops the log and crushes the man. He has nothing of value on him, but the savior(s) gets inspiration if they succeed.
Forest 15
A DC10 Perception check spots a small chest hidden a tree. It contains 2d4+6gp.Forest 16
A vagrant asks for money.The party gets back triple what they give, if they give him anything (but only the first time, after everyone has had a chance to give. Once, they've been paid back, the vagrant will not accept more money)
Forest 17
The party stumbles upon the ruins of a mansion. The grounds are overgrown, the walls are nearly all gone, the once-stone floors are now dirt and weeds. A DC 10 Perception shows that the general layout of the first floor can be seen by the remnants of the crumbled walls. There was a second floor, but it, and anything that nay have been above it, have long since rotted away. A DC 15 Investigation reveals a small chest with 3d4+4gp half buried in what once was a back room.Forest 18
The group finds 1d6+2 barrels marked "wine" lying on the side of a road. They can drink them now, or keep some (if they have the space to carry them, or convert them into 1d4+2 day's rations.Forest 19
The players find an old, broken down wagon. Inside is a shrine to the Dread Pantheon and a personal totem.The player that spots the totem rolls 1d20 for the associated deity (see Dread Pantheon page for 1-14 list order). On a 15-19, the player may reroll until they get a number from 1-14.
On a 20, they may pick. The totem, when charged at a shrine to its deity, gives advantage to the holder on checks and saves of the deities skill domain for 4 days.
Forest 20
The party happens across a small clearing with an enormous flower bud (15'x15') and 4 Hylian Fairies. After a few minutes, or if disturbed, the bud opens to reveal that it is a Great Fairy Fountain!The Great Fairy will grant the party a joint blessing of their choice; one of the following boons, that will last for the next 7 days:
- Bountiful rations: The party's stock of rations is always magically full. They do not need to hunt or scavenge.
- Travelling grace: The party has advantage on encounter rolls, rolling twice and taking the higher outcome.
- Temporary stat boost: The party can pick one one stat for the fairy to boost. She will temporarily add 4 points (modifier +2) to any one stat, up to a max of 20.
- Temporary HP: The fairy will temporarily increase each member of the party's maximum hit points by 1/2 their current total HP, rounded down
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