TEXT:  
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  2 
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  Guide to this adventure: 
  Regular text can be read to the party at the DM’s Discretion if warranted 
  Bold text are items that can be looked up online or in the core books for further information. 
   
   
   
   
  ***Encounter experience is to be added depending on party size and difficulty of the 
  encounter. 
  Due to the nonlinear nature of the story and also varying levels of actual content completion, 
  the earnest is placed upon the dungeon master to provide a suitable challenge and 
  appropriate party experience*** 
  Credits in this adventure: WoTC for making such a terrific system and game. 
  Art & Cover’s: DM’s Guild, Aaron Lee, Tan Ho Sim, 
  Editing, Proofing and Continuity Collaborators: Ken Carcas 
   
  Abbreviations: PHB – Players Hand Book (5e). DMG – Dungeon Masters Guide (5e). MM – 
  Monster Manual (5e). SCAG – Swords Coast Adventurers Guide. VGtM – Volo’s Guide to Monsters.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
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  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 
  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
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  Or on facebook: Exsisto Martignago 
  Boxes like this are to be 
  read aloud to the players. 
   
  Boxes like this are to be 
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  3 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Contents 
  Guide to this adventure:........................ 2 
  Archery Tournament ............................. 4 
  This encounter can be run at any level, with 
  any party members interested. .................... 4 
  The Fine Find ........................................ 5 
  This encounter can be run at any level, with 
  any party members interested. .................... 5 
  The Favour Repaid ................................ 6 
  This encounter can be run at any level, with 
  any party members interested. .................... 6 
  Judge, Jury and Executioner .................. 7 
  This encounter can be run at any level, with 
  any party members interested. .................... 7 
  The Strange Tent ................................... 9 
  This encounter can be run at any level, with 
  all party members interested. ...................... 9 
  The Sunny Shrine ................................ 10 
  This encounter can be run at any level, with 
  any party members interested. .................. 10 
  From the Jaws of Death ....................... 11 
   This encounter can be run with any party 
  level 1 or higher. ......................................... 11 
   
   
  Mopping Up ......................................... 12 
  This encounter can be run with any party 
  level 2 or higher. .......................................... 12 
  The Lone Escapee ................................ 13 
  This encounter can be run with any party 
  level 2 or higher. .......................................... 13 
  The Potion Problem ............................. 14 
  This encounter can be run with any party 
  level 3 or higher. .......................................... 14 
  Suicidal Skull ....................................... 15 
  This encounter can be run with any party 
  level 4 or higher. .......................................... 15 
  Troublesome Toad............................... 16 
  This encounter can be run with any party 
  level 5 or higher. .......................................... 16 
  Dogs of Doom ...................................... 17 
  This encounter can be run with any party 
  level 6 or higher. .......................................... 17 
  Paying a Tithe ..................................... 18 
  This encounter can be run with any party 
  level 6 or higher. .......................................... 18 
  The Fury of Blue .................................. 19 
  This encounter can be run with any party 
  level 9 or higher. .......................................... 19 
   
   
   
  
   
  4 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Archery Tournament 
  This encounter can be run at any level, with 
  any party members interested. 
  To enter the competition, characters must 
  pay a 5gp entry fee, to a women to the end of 
  the field. Once paid she presents you a 
  number painted on some cloth, to identify 
  each participant. If any character does not 
  have a bow of their own, an old one is 
  provided. Using a provided bow however 
  results in a -1 to attack rolls, due to the 
  questionable quality of the bow. Additionally 
  the targets for this event are 80 feet away 
  from the shooting position, so only short 
  bows & long bows are permitted.  
  The scoring works as follows:  
  Making an attack roll with a 1d20 + 
  Proficiency + Dexterity Modifier, (-1 if 
  using a borrowed bow) will determine the 
  accuracy of the shot.   
   
  Rolling a 1 – 10 is a miss. 
   
  Rolling a 11-14 hits a ring worth 5pts 
   
  Rolling a 15-18 hits a ring worth 
  10pts 
   
  Rolling a 19-22 hits a ring worth 
  15pts 
   
  Rolling a 23+ hits a ring worth 25pts 
  Rolling a Natural 20 will, regardless of 
  modifiers, hit the 25pt ring & if possible will 
  split any other arrow within that ring. 
  The competition should involve 8 (or a total 
  of 10 for the tournament, including 
  characters) other competitors, shooting 
  against the party. The competition will 
  consist of 5 rounds, with any round going to 
  a sudden death. Highest score wins.  
  Of the other 8 competitors:  
   
  3 will have attack roll modifiers of 
  +2.  
   
  2 will have attack roll modifiers of 
  +3.  
   
  2 will have attack roll modifiers of  
  -1.  
   
  The remaining archer will have an 
  attack roll modifier of +5. 
  Rewards and Experience: 
  1st place will receive a +1 Longbow named 
  “Far Strike” and 50gp.  
  2nd place will receive 40gp and 20 arrows. 
  3rd place will receive 10gp. 
  The party should receive either 15%, 10% or 
  5% of their current levels worth of 
  experience, depending on if they came 1st, 2nd 
  or 3rd.  
  Additional Hooks or Opportunities: 
   
  Is one of the competitors cheating?  
   
  If an NPC wins, can they teach a 
  character some new tricks? 
   
  Maybe after such a display, a wealthy 
  local may approach offering work?  
   
   
   
   
  The town is abuzz with excitement as the 
  party navigate their way through the 
  gathering crowd. A man shouts out above 
  the chatter, “Try your luck at the Archery 
  Tournament. Starting soon. First prize 
  shall receive the gift of a life time.”  
  Behind the man is a large field with target 
  stands erected and a small stand filled 
  with spectators. Many adventuring types 
  mill to one side of the field, preparing for 
  the upcoming competition.  
  
   
  5 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Fine Find 
  This encounter can be run at any level, with 
  any party members interested. 
  The party should decide if they want to 
  either keep the horse, return it, or just ignore 
  it as they continue along their journey. Any 
  character may make a DC 10 Intelligence 
  (Nature) Check, to determine that a horse 
  like this would be of prime breeding stock. 
  The horse has no saddle or tack except its 
  bridle. The beast seems quiet intelligent and 
  will follow the party for an hour or so before 
  becoming bored and leaving. It will happily 
  be tethered or lead, but will not allow itself 
  to be ridden.  
  Should a character decide to tame the horse 
  in an attempt to ride it, it would take 
  considerable time. The character would have 
  to make daily DC 13 Wisdom (Animal 
  Handling) Checks, for 15 days to gain the 
  horses trust. Scoring a Natural 20 on any of 
  these checks would reduce the total required 
  by 3 attempts. Providing the horse with 
  apples, will reduce the DC by 2 for a single 
  check.  
  Using the spell Speak with Beasts, will 
  reveal the horse left the stud because it was 
  bored with being kept in such enclosures and 
  that its name is Arion. It is content to remain 
  with the party, if they feed it and don’t keep 
  it in yards for too long.  
  Rewards and Experience: 
  Not returning the horse and ignoring it will 
  grant nothing. Keeping the horse for 
  yourselves may provide a mount, if tamed 
  correctly. Returning the horse, will please the 
  merchant greatly, he will pay the party 84gp. 
  The party should receive 10% of their 
  current levels total experience.  
  Additional Hooks or Opportunities: 
   
  Will the owner come looking for the 
  horse?  
   
  Will someone recognise it throughout 
  your travels? 
   
  Will returning the horse, cause it to 
  try and whilst being returned to the 
  stud? 
  Making your way through the wilds, after 
  leaving a town around 3 hours ago, you 
  hear the whinny of a horse. Looking over to 
  a nearby tree line, a beautiful stallion 
  strides wearing a bridle. The horse is black 
  with a long mane and thick tuft of tail. 
  Standing taller at the shoulder than most 
  men, the horse casually approaches the 
  party. It is clear this beast is a premium 
  specimen. Inscribed across the bridal is the 
  name of a horse stud you remember seeing 
  in the previous town.  
  
   
  6 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Favour Repaid 
  This encounter can be run at any level, with 
  any party members interested. 
  Any party member, or all even, can offer 
  some sort of payment should they want to. If 
  the party ignores the man, nothing of any 
  note occurs. Should any character rebuff the 
  man in a hostile fashion, or even physically 
  react in a hostile manner, the characters 
  involved will become mysteriously cursed.  
  Should any character donate any coin less 
  than 3sp (the price for a modest meal) the 
  man will tip his head in appreciation and be 
  on his way. Any character which donates 
  over 1gp will see the beggar light up with 
  excitement and will receive a blessing from 
  their chosen good aligned deity (or Lliira 
  goddess of joy, as a default).  
  Any character wh0 either offers to, or 
  directly heals the man, in an attempt to close 
  the wounds and remove the bruising, will see 
  the face of their chosen deity in the man’s. 
  This can include using a Healer’s Kit, with a 
  Wisdom (Medicine) Check, or with any type 
  of healing spell. If they don’t have a chosen 
  deity, or one that isn’t “good” aligned, they 
  see the face of Lathander.  
  Any character who heals the man, becomes 
  struck with an immense feeling of warmth 
  and power. They would be aware they have 
  been involved with something of a spiritual 
  nature and can roll a DC 10 Intelligence 
  (Religion) Check¸ to determine that they 
  have just been witness to an act of a god. 
  Rewards and Experience: 
  Acting in a negative or hostile way towards 
  the beggar will invoke the wrath of Lliira. 
  This means that the DM can make that 
  character roll with disadvantage on any 
  ability check, saving throw or attack roll 
  made within the next 48 hours. 
  Providing 1gp or over, will grant the player 
  an inspiration dice that they can use on any 
  ability check, saving throw or attack roll 
  made within the next 24 hours.  
  Any healing attempts made on the man will 
  grant a blessing from the players chosen 
  deity, or Lathandar, as discussed before.  
  Whenever the character next is about to fall 
  unconscious due to taking damage, a bright 
  light of golden warmth shines from the 
  heavens and restores that characters hit 
  points back to half their total.   
   Any character should receive 10% of their 
  current levels total experience, if they 
  assisted the beggar in any positive way.  
  Additional Hooks or Opportunities: 
   
  Was this beggar a messenger or test 
  for the party sent by the Gods? 
   
  Will the party ever see this man 
  again in their travels, if so, has his 
  life changed? 
   
   
   
  Making your way through a busy 
  settlement, a man in rags approaches the 
  party. He stinks, his hair matted. He is 
  covered in grime and dirt, and along his 
  legs and arms are a number of bruises and 
  open wounds. He outstretches his hand 
  toward you all and asks if you would be able 
  to donate any change for an old lost soul.  
  
   
  7 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Judge, Jury and Executioner 
  This encounter can be run at any level, with 
  any party members interested. 
  The nobles name is Rudolph Junket and he is 
  the local magistrate for the town. He asks the 
  party if interested to follow him as he 
  explains the situation. As he walks he beings 
  to outline an account of the past few weeks. 
  “It all started a few weeks ago. A girl went 
  missing at first, then a second within days. 
  Then last week 2 more disappeared 
  overnight. They haven’t been seen or heard 
  from since. We have conducted a thorough 
  investigation, and although evidence was 
  sparse, we have arrested and charged the 
  local Hedge Wizard.”  
  Rudolph slows his pace as he approaches the 
  center of town and his voice lowers as he 
  continues. “He has been performing strange 
  experiments on the bodies of animals for 
  years, but we believe this time he has taken it 
  to a new level and disposed of the bodies 
  magically. Our problem is that this is an 
  uncharacteristically peaceful town. No one 
  has been given the death penalty in the past 
  40 years and we need someone to do it for us 
  as we are unpractised and don’t want to 
  mess this up. If you are able to execute him 
  quickly and effectively we will pay you 50gp 
  for your time.”  
  As Rudolph finishes you arrive at the town 
  square, where in front of you a semi naked 
  elderly man stands detained in a stockade, 
  with his mouth gagged. A few locals mill 
  about cheering as the party approaches the 
  man. The party at this point has a choice as 
  to what they do next. They can execute the 
  man as desired by the town. Or they can ask 
  the Wizard (named Xorod) about his 
  involvement. The wizard profusely denies 
  the allegations, asking the party to go and 
  inspect his home if they don’t believe him for 
  any evidence. Doing so, provides no evidence 
  except for 1 item which can be found with a 
  DC 14 Intelligence (Investigation) Check. 
  The item discovered is a book which contains 
  detailed biographical drawings and notes of 
  the internal organs and features of various 
  animals. Within the book are sections for 
  humanoids, but the pages remain blank.  
  If questioned about the book, Xorod explains 
  that the book was a way of helping to 
  understand the various ailments of local 
  creatures the townsfolk often bought him to 
  heal. In reference to the humanoid section, 
  Xorod states that although this information 
  would be handy in some cases, he had 
  respected the town’s wishes not to perform 
  autopsies on any of the dead. He states that 
  he had nothing to do with the girl’s 
  disappearances.      
   
   
  Approaching the outskirts of a typical 
  town, the party is approached by a man 
  wearing noble clothing. He stops the 
  party and asks if you would be interested 
  in helping the township out with a 
  sensitive issue they have currently have. 
  It won’t take long he promises, but you 
  may have to get your hands dirty.  
  
   
  8 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Rewards and Experience: 
  The rewards for this encounter differ 
  depending on the decision made. The party 
  may just choose to leave and ignore the 
  situation entirely.  
  They may execute the man on suspicion of 
  the charges and to set an example to any 
  other wrong doers in the town. This will 
  grant them much respect locally and they 
  may gain free accommodation, or a local 
  political ally.  
  Keeping the wizard alive will anger the town 
  and the party will be asked to take the 
  wizard along with them. Re-establishing him 
  in another town will provide the party a 
  resource for identifying items or other 
  wizard like abilities should they need them.  
  Any character should receive 10% of their 
  current levels total experience, if they choose 
  one side or the other. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additional Hooks or Opportunities: 
   
  Have the girls been taken or 
  disappeared for some other reason? 
   
  Is this town hiding something and 
  are looking for an easy scapegoat? 
   
  Does the party suffer any issues if 
  they kill the wizard without ample 
  proof? 
   
   
  
   
  9 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Strange Tent 
  This encounter can be run at any level, with 
  all party members interested. 
  Standing near the entrance of the tent is an 
  Air Gensai named Fizzletrot. He bids the 
  party enter and discover magic as it has 
  never been seen before. As he pulls open one 
  flap the noise of people laughing and 
  cheering is amplified to the point where it’s 
  almost deafening. The smell of sweets, fruit 
  and desserts float towards the party. Lights 
  flash of indescribable different colours.  
  This encounter can be used in a number of 
  ways, which can be determined by the DM. 
  It’s to be used to provide a solution to a 
  parties problems, or a distraction from a 
  current task. 
  The first option, is to have the characters 
  experience a strange and memorable circus 
  of wizards selling new and strange types of 
  illusionary and evocation type magic’s. 
  Creating new spell effects like a small, 1ft 
  wide set of portals, where the caster can use 
  to reach his hand across the room. A spell 
  that can raise a seed to a plant within 
  seconds. A spell that can make a small, held 
  item disappear, only to have it return in 
  another place moments later. A spell that 
  changes the external surface of an inanimate 
  object, for example, wood to fur, or steel to 
  leather. 
  The second option would be to have the 
  party enter the tent and find it to be empty 
  and dark. When the leave through the same 
  door, they find themselves at their planned 
  destination, or perhaps back at the beginning 
  of their journey.  
  The third option, could be that it’s an 
  illusionary trick, with the inside being a 
  strange arena, in which they must fight to 
  survive. Creatures within this arena that are 
  to be fought should, but don’t have to be, 
  demon or devil types.  
  For Level 1: Quasit (MM pg.63) 
  For Level 2: Spined Devil (MM pg.78) 
  For Level 3: Bearded Devil (MM pg.70) 
  For Level 4: Shadow Demon (MM pg.64) 
  For Level 5: Barlgura (MM pg.56) 
  For Level 6: Chasme (MM pg.57) 
  For Level 7: Bearded Devil (MM pg.70) 
   
     & Shadow Demon (MM pg.64) 
  For Level 8: Hezrou (MM pg.60) 
  For Level 9: Glabrezu (MM pg.58) 
  For Level 10: Yochlol (MM pg.65) 
  They must simply defeat the creature 
  appropriate for their level, at which point the 
  laughing, music and merriment stops and all 
  the characters are magically ejected from the 
  tent. As they arrive outside, the tent begins 
  to shrink rapidly, until a blinding flash of 
  light explodes from where it was, and the 
  tent is gone. 
  Rewards and Experience: 
  Spells in the first option can be taught only to 
  suitable spell casters at a price of 200gp per 
  spell.  
  Characters who face any combat in the third 
  option should receive 110% of the experience 
  offered in the creature’s stat block. 
  Additional Hooks or Opportunities: 
   
  Where does this tent come from, has 
  anyone heard of it before? 
   
  What will happen next time they 
  enter it? 
  Travelling through the wilds, miles from 
  any township or village, you stumble 
  across a strange site in a paddock to the 
  side of the road. A giant, brightly coloured, 
  circus tent can be seen, with the sounds of 
  laughter and music coming from within. A 
  single figure can be seen outside the tent. 
  No traces or tracks can be seen around the 
  tent at all. There are no tracks leading off 
  the road or horses or carts to be seen. 
  Bright colourful rings of light appear from 
  the top of the tent, floating slowly up into 
  the sky.     
  
   
  10 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Sunny Shrine 
  This encounter can be run at any level, with 
  any party members interested. 
  Characters may wish to identify the statue 
  and can roll a DC 14 Intelligence (Religion) 
  Check¸ to determine that this is a statue of 
  Eldath, the goddess of peace and “Mother 
  Guardian of Groves”. The strange markings 
  painted on the statue seem to be in orcish. 
  Should any character wish to spend some 
  time clearing and cleaning of the statue as 
  night approaches, they find the task oddly 
  relaxing. The orcish markings, if understood, 
  are insults against the Eldath and the praise 
  for a number of orcish deities.  
  A DC 14 Intelligence (Investigation) Check 
  reveals other signs of orcish activity around 
  the area, this includes, a few arrow heads, 
  some dried orcish blood and a large tooth 
  from an ogre. 
   
   
   
   
   
   
   
   
   
  Rewards and Experience: 
  If the statue is cleaned and uncovered from 
  the plants that have grown over it, the 
  campsite becomes magically protected for 
  the rest of the night.  
  Should characters ignore the statue, strange 
  noises will be heard throughout the night 
  and every so often an orcish arrow may fly 
  into camp, to distract the party from their 
  rest. These events lead the party to only 
  regain 50% of their health point totals and 
  expended spell slots.   
  Characters which helped to clean and 
  uncover the statue should receive 5% of their 
  current levels total experience. 
  Additional Hooks or Opportunities: 
   
  Should the orc’s be taught a “divine” 
  lesson? 
   
  Would Eldath appreciate any further 
  action as a pacifist god? 
   
   
  As you set up camp for the night and the 
  suns last rays light your surroundings, you 
  are surprised to see a face staring at you 
  from the edge of the clearing you’re in. 
  Upon closer inspection, it turns out to be a 
  stone statue of what appears to be a 
  goddess. The statue has strange markings 
  painted all over it and plant life has begun 
  to grow over it.  
  
   
  11 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  From the Jaws of Death 
   This encounter can be run with any party 
  level 1 or higher. 
  The Dire Wolf (MM pg.321) will drop the 
  fawn to attack if any directly hostile attacks 
  are made towards it. The wolf is around 70ft 
  away from the party, with the carcass of the 
  doe 10ft in front of it, towards the party.  
  The party may decide to just ignore the 
  situation and let nature run its course. 
  Should no character move or attack, the wolf 
  will leave after 18 seconds. Some may wish 
  to attempt to charm the dire wolf, or rescue 
  the fawn, which is still crying out. 
  To get the wolf to drop the fawn, the wolf 
  must think that the doe, its food and kill, is 
  going to be taken by the party. It will drop 
  the fawn in an attempt to secure its main 
  meal. At this point the party can attempt to 
  circle around and take the fawn, but the wolf 
  will not take to this kindly and will attack.  
  To attempt to charm the wolf, appropriate 
  spells could be used, or a DC 18 Wisdom 
  (Animal Handling) Check, can be made. 
  Succeeding on the check will allow you to 
  approach the wolf in a non-threatening 
  manner. The rest of this exchange is to occur 
  at the discretion of the DM.   
   
   
   
  Caring for the fawn, if it is rescued, is hard 
  work. 10 daily DC 14 Wisdom (Animal 
  Handling) Check’s, must be made, to get the 
  fawn to trust you. Milk must be procured for 
  the next 40 days for the fawn to drink also. 
  After this time the fawn can be weaned and 
  used as a companion for the party. 
  Rewards and Experience: 
   The rewards could be either a dire wolf or 
  fawn companion, should the DM allow it. 
  No experience is to be gained from this 
  encounter unless the Dire Wolf is killed. 
  Killing the wolf is worth 200xp, shared 
  evenly amongst the party. 
  Additional Hooks or Opportunities: 
   
  Is this scene an omen of things to 
  come, sent by the gods? 
   
  Would any god or deity be offended 
  by the choices of the party? 
   
  Could the fawn be raised into an 
  appropriate companion? 
   
   
  As you are packing up the camp for the 
  morning, a commotion in the woods 
  nearby catches your attention. As you 
  approach the area, a doe lays bloodied on 
  the ground. Looking around, a large dark 
  dire wolf can be seen. Within its jaws is a 
  very alive and struggling fawn. The wolf 
  stops, and looking at you, waits to see what 
  you do next.  
  
   
  12 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Mopping Up 
  This encounter can be run with any party 
  level 2 or higher. 
  Finding a nearby sewer grate, the party only 
  has to wait a few seconds before it bursts 
  open and a Giant Poisonous Snake (MM 
  pg.327) slides out into the street lashing out 
  at the nearest party member. As soon as the 
  snake is defeated, two Swarms of Rats (MM 
  pg.339) emerge lunging at the body of the 
  snake. A few break from the swarm jumping 
  at any nearby party member. Within seconds 
  of the swarms being neutralised, three Giant 
  Rats (MM pg.327) flee the rising water. They 
  attack whoever is nearby. 
  The party can have a short rest at this point, 
  to regain any hit points they may have lost 
  and replenish spell slots or abilities.  
  Once rested, the party notice a 
  browny/orange fluid flowing from the sewer 
  manhole. It forms into a pile of sorts, before 
  part of it lunges out at the nearest person. 
  This creature is an Ochre Jelly (MM pg.243), 
  which will attack and attempt to consume 
  anything around it, until defeated.   
   
   
   
   
   
  Rewards and Experience: 
   Once all the enemies have been defeated, a 
  clerk will rush forward, passing on the 
  mayor’s thanks and offer a coin pouch 
  containing 40gp and 120sp. 
  Characters which helped to stop the 
  creatures from the sewer, should receive 
  675xp, divided by the number of party 
  members who participated. 
  Additional Hooks or Opportunities: 
   
  Does other parts of the town require 
  assistance? 
   
  What else lurks in the sewer’s below? 
   
   
   
   
  The town you have recently stopped in is 
  facing a major problem. The river that sits 
  near to the town is rising rapidly and all 
  sorts of nefarious and dangerous creatures, 
  are emerging from the sewers to higher 
  ground. People are at risk of being attacked 
  in the streets and the mayor has asked any 
  man or women able to help defend the 
  population. Rewards will be given based on 
  effort and the protection of the people. 
  
   
  13 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Lone Escapee 
  This encounter can be run with any party 
  level 2 or higher. 
  Characters may wish to use a DC 8 Wisdom 
  (Insight) Check, to determine if the man is 
  lying or trying to deceive the party. He is not. 
  Characters may notice a symbol on the man’s 
  leather armour which is of a local militia.  
  Should the party attempt to follow they must 
  make their way back along the injured 
  soldier’s tracks, which can be followed with a 
  successful DC 12 Wisdom (Survival) Check. 
  It doesn’t take the party long to find a small 
  camp site where the soldiers were camped. 
  Two soldiers lay slain around the camp as 
  well as three goblins. A very clear set of 
  tracks lead to the east and can be followed 
  with another DC 10 Wisdom (Survival) 
  Check. This area is heavily forested. 
  After following the tracks for a few minutes, 
  characters should make a DC 14 Wisdom 
  (Perception) Check to see if they can hear 
  anything ahead. If successful they are able to 
  hear a lot of goblinish being conversed in 
  harsh low tones. Some moaning can also be 
  heard.  
  Ahead in a small clearing is one Goblin Boss 
  (MM pg.166) and four Goblin’s (MM pg.166). 
  If any party chooses, they can use a DC 10 
  Dexterity (Stealth) Check, to move ahead 
  and see the goblins without being noticed.  
  In the clearing with the Goblins, are the four 
  prisoners the original soldier discussed. They 
  are tied up and gagged near the center of the 
  clearing. The Goblins stand nearby arguing 
  over something. If a party member can speak 
  goblin, and can sneak to the edge of the 
  clearing to hear, they overhear the goblin 
  boss telling the others to get prepared to 
  head back to the main camp. There is a lot of 
  complaining, as two of the goblins are 
  currently injured.  
  The goblins become distracted by infighting 
  and arguing, allowing the party a surprise 
  round if they want to utilise it.  
  Rewards and Experience: 
  Should the goblins become defeated, and the 
  prisoners are rescued, the party will find 2gp 
  and 14sp within the coin pouches of the 
  goblins. Additionally, one of the prisoners, a 
  captain of the group rescued, offers a small 
  metal badge of his group, saying it can be 
  used to for help or succour, in times of need.  
  Characters which helped to rescue the 
  soldiers, should receive 540xp, divided by the 
  number of party members who participated. 
  Additional Hooks or Opportunities: 
   
  Where have these goblins come 
  from? 
   
  Are there more goblins in the area? 
   
  Why were they trying to kidnap 
  soldiers? 
   
   
  On a peaceful morning, whilst travelling 
  to your next destination, you are startled 
  by a yell coming from behind you. 
  Turning around you see a bloodied and 
  limping soldier, making his way towards 
  you, grunting in pain as he walks. As he 
  gets within 10ft, he pauses for a second 
  collecting himself. “You’ve got to help, 
  my unit was ambushed about 500ft to the 
  east, and four of my men have been taken 
  with them filthy goblins. Please, if you 
  hurry you can catch up in time. 
      
  
   
  14 
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  The Potion Problem 
  This encounter can be run with any party 
  level 3 or higher. 
  The potions appear to be ancient and unlike 
  any other previously seen. No marking exist 
  on the vials, but the glass has an imprinted 
  A.E. towards the neck of vials. Three potions 
  are a sky blue clear liquid. The next three are 
  deep almost blood red. The third three are 
  clear as water and the remaining three are 
  green and thick like cream.  
  Taking these to an alchemist yields no 
  answers as to what types of potions these 
  are. The alchemist will implore the party to 
  throw them away as there is no telling what 
  they do safely. Tasting each of the types will 
  give the character a sense of what they do.  
  The blue potions are potions of feral growth, 
  they make the drinker grow a 3ft long beard 
  overnight. If tasted the character instantly 
  grows a moustache. 
  The red potions are potions of semi paralysis, 
  the drinker becomes paralysed from the 
  waist down for 1d6 hours. If tasted the 
  character’s feet will become numb for 1d4 
  hours. This will cause the character to have 
  to make a DC 13 Dexterity Saving Throw 
  whilst moving at any speed faster than a run, 
  or fall prone. 
  The clear potions are potions of innocent 
  death, the drinker will taste simply water as 
  they swallow, yet after 1d4 hours will 
  become violently ill and take 10d6 poison 
  damage. If tasted, the potion tastes like water 
  and deals 1d6 poison damage after 1d4 hours.    
  The green potions are potions of paranoia, 
  the drinker becomes extremely paranoid for 
  1d6 hours. They believe everything said to 
  them is yelled in a demonic voice and that 
  every object or creature is constantly 
  watching them. If tasted, this effect lasts for 
  1d6 minutes. 
  Rewards and Experience: 
  These potions once correctly identified could 
  be used in a number of ways. The potions of 
  innocent death, have the potential to kill a 
  party member, so at the DM’s discretion the 
  damage may be reduced. 
  Additional Hooks or Opportunities: 
   
  What does the A.E. stand for on the 
  vials? 
   
  Who could identify the potions apart 
  from a regular alchemist? 
   
  Will a player enjoy rolling a new 
  character, after drinking one of the 
  clear potions? 
   
   
  Walking down an overgrown roadway, 
  you spot something reflecting the sun in 
  the bushes ahead. As you approach, it 
  becomes evident that an old supply crate 
  of some kind has been left here. The wood 
  seems rotted, and there are many holes in 
  the crate. As you pull back the lose lid, 
  you look in, to find twelve potion vials, 
  stacked carefully within. There are four 
  separated sections, each with three 
  potions of a differing colour.  
  
   
  15 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Suicidal Skull 
  This encounter can be run with any party 
  level 4 or higher. 
  As the skull, or Flameskull (MM pg.134), 
  gets to the center of the camp, it casts 
  Fireball, targeting itself. This should 
  essentially hit everyone in the camp, forcing 
  Dexterity Saving Throws, even to those 
  asleep.  
  Due to the Flameskull’s ability to rejuvenate 
  itself, after the party has defeated it, the 
  skull, if not dealt with correctly, will 
  reappear the following night. This will 
  continue nightly until it is finally destroyed 
  using the correct techniques. The Flameskull 
  also takes the same approach to destroy itself 
  along with the party. 
  This event should happen at roughly 2 hours 
  from dawn each morning. Characters may 
  roll a DC 16 Intelligence (Arcana or History) 
  Check, to determine the correct way to 
  properly destroy the Flameskull. 
   
   
   
   
   
  Rewards and Experience: 
  The party should receive 1,100xp divided 
  equally, for initially destroying the 
  Flameskull, and then 1000xp divided equally 
  for each time they destroy it after that. 
  Additional Hooks or Opportunities: 
   
  Has someone sent this as a practical 
  joke? 
   
  Who constructed this Flameskull? 
   
  Does the skull avoid cities, only 
  targeting the party whilst in the 
  wilds? 
   
   
  Throughout the night, whilst camping out 
  away from any civilisation, the party hears 
  a strange cackling sound, from the 
  darkness. The strange psychotic laughter 
  continues until a small green glow can be 
  seen approaching from the east. As the 
  small light moves closer, two red coals 
  seem to appear in the center of it. 
  Eventually you see the shape form as the 
  light from the camp illuminates it. A 
  Floating skull glides into the camp, 
  laughing all the way. 
  
   
  16 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Troublesome Toad 
  This encounter can be run with any party 
  level 5 or higher. 
  For the DM: Pick a character who has 
  perhaps acted a little too “lawful good” in the 
  last few play sessions. This character should 
  have possibly angered or disrupted some 
  larger entities plans, and has been marked for 
  elimination. Read the following to that player. 
  This creature is a Banderhobb, (VGtM 
  pg.122), a strange hybrid creature used as a 
  thug, thief or kidnapper. Characters may use 
  a DC 16 Intelligence (Arcana or History) 
  Check for the previous information. 
  Additionally they gain the knowledge that 
  this creatures is created and exists for a 
  typically specific reason. 
  While using this beast as the DM, trying to 
  use multiple Shadow Steps and Shadow 
  Stealth, to infuriate the party. This beast 
  should disappear when engaged by any other 
  character, only to reappear and attack its 
  target.  
  Once defeated this creature should reveal 
  that it possesses a personal item from the 
  chosen character. Preferably something the 
  play will forget they have on them, but is 
  significant in some way. 
   
  Rewards and Experience: 
  Killing the Banderhobb is worth 1800xp, 
  shared evenly amongst the party. 
  Additional Hooks or Opportunities: 
   
  Who created and sent such a beast? 
   
  Was the creature’s instructions to kill 
  or steal from that character? 
   
   
  After waking from a long and peaceful 
  sleep this morning, something has been 
  troubling you throughout the day. You are 
  unable to shake the feeling that you’re 
  being watched. Hunted even. As the day 
  has progressed, a feeling of paranoia has 
  sunk in and you are now weary of anything 
  out of the norm. It takes a while to fall 
  asleep tonight as you ponder what this 
  new feeling could be stemming from. As 
  you drift off in a restless slumber, you are 
  awaken to see a massive set of eyes above 
  you, with a huge mouth lined with teeth 
  bearing down on you.  
  
   
  17 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dogs of Doom 
  This encounter can be run with any party 
  level 6 or higher. 
  The dog like figure is a Hell Hound (MM 
  pg.182), as it lands near to the center of 
  camp, another two slink from the darkness 
  into view. The flames of the campfire 
  continue to burn green throwing a strange 
  glow about which makes it hard to see.   
  The Hell Hounds waste very little time 
  prowling about before turning and using 
  their Fire Breath on the closest party 
  member. Due to the beasts strength, it is 
  recommended that DM’s have no more than 
  two hounds targeting each player, as the 
  Pack Tactics can be very strong if all three 
  remain close together targeting a single 
  character. 
   
   
   
   
   
   
  Rewards and Experience: 
  At the DM’s Discretion, characters may roll a 
  DC 15 Wisdom (Survival) Check or 
  Intelligence (Nature) Check, to determine 
  that each of these hell hounds contains a 
  gland which excretes the fire used in their 
  Flame Breath attack. Characters can use 
  another DC 15 Wisdom (Survival) Check, to 
  attempt to harvest these glands for the liquid 
  fire, which can be used to coat metallic 
  weapons to provide 1d6 additional fire 
  damage on a successful attack made. Each 
  gland contains 3 “charges” and each charge 
  lasts for 2 successful attacks.  
  Killing the Hell Hounds is worth 2400xp, 
  shared evenly amongst the party. 
  Additional Hooks or Opportunities: 
   
  Are the party near to a crossroads to 
  the Lower Planes? 
   
  Have the Hounds been summoned to 
  target the party specifically? 
   
  Does this event have anything to do 
  with the blood moon? 
   
   
   
   
   
   
   
  An eerie blood moon hangs low on the 
  horizon as the party settles in for the 
  night. Suddenly three cracks of thunder 
  can be heard a short distance away. Yet 
  there are no clouds in the sky, the stars 
  are all clearly visible. A cold draft 
  blows through the camp and any flame 
  currently burning changes from yellow 
  and orange, to blue, then green. A 
  snarling can be heard just on the edge 
  of darkness surrounding the camp. Six 
  glowing red dots become visible at the 
  camps edge. Suddenly a large dog like 
  figure leaps from the shadows. 
  
   
  18 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Paying a Tithe  
  This encounter can be run with any party 
  level 6 or higher. 
  This situation has a number of outcomes 
  depending on the party’s actions. Should the 
  party each donate a few silver pieces, they 
  are able to move on without issue. If they 
  donate over 1gp as a group they are also able 
  to continue undeterred.  
  Should the group ignore the inscriptions 
  warnings, an Air Elemental (MM pg.124) 
  and two Ice Mephit’s (MM pg.215) appear 
  behind the statue to attack the party as they 
  pass.  
  If any party member decides to take money 
  from the bowl, two Air Elemental’s (MM 
  pg.124) spawn and begin to attack that 
  character immediately.  
  Each of the last two scenarios can be 
  stopped, by either paying money into the 
  bowl, or returning the money taken, and 
  adding an additional offering.  
   
   
   
   
   
   
   
  Rewards and Experience: 
  Killing the Air Elemental and two mephits is 
  worth 2200xp, shared evenly amongst the 
  party. 
  Killing both the Air Elementals is worth 
  3,800xp shared evenly amongst the party. 
  Additional Hooks or Opportunities: 
   
  Will leaving a hefty donation provide 
  a benefit to the players? 
   
  Is this a trick of a local conjuror to 
  summon such creatures to attack 
  people on the highway? 
   
   
  As you travel along a secluded stretch 
  of roadway, a large statue comes into 
  view. This statue seems to be of Talos, 
  God of storms. As you draw near, upon 
  the statue is an inscription, just above 
  a large round bowl with some coin 
  inside it. The inscription reads, “The 
  weather can be your greatest ally, or 
  your worst enemy. Pay your respects, 
  or you shall reap what you sow.”  
  
   
  19 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Fury of Blue  
  This encounter can be run with any party 
  level 9 or higher. 
  This Young Blue Dragon (MM pg.91) has 
  recently taken up residence in this area and 
  demands to know the business of the party 
  moving through this area.  
  Vain and impatient, this dragon is anxious 
  about strangers entering its territory and will 
  need some convincing that the party is not a 
  threat. Anything said that may disrespect the 
  dragon, its power or its abilities will anger 
  the dragon into attacking.  
  Rolling a DC 16 Intelligence (History) 
  Check, will reveal the information above, as 
  well as the fact that blue dragons covert blue 
  coloured gemstones as the most prized of all 
  possessions.  
  The party needn’t fight or attack this 
  creature if they don’t desire to. It should be 
  noted though that this dragon is cautious and 
  will use hit and run Lightning Breath attacks 
  to pepper the party, before landing to finish 
  them off.  
   
   
   
   
   
   
  Rewards and Experience: 
  At the DM’s Discretion, characters may roll a 
  DC 14 Wisdom (Survival) Check or 
  Intelligence (Nature) Check, to determine 
  that the slain dragon’s leather or scales can 
  be crafted into +1 light or medium armour. 
  This armour would also have the added 
  bonus of providing resistance to lightning 
  damage. Characters can use another DC 15 
  Wisdom (Survival) Check, to attempt to 
  harvest the scales or skin.  
  Killing the young blue dragon is worth 
  5000xp, shared evenly amongst the party. 
  Additional Hooks or Opportunities: 
   
  Did this dragon have a treasure stash 
  nearby? 
   
  Blue dragons are known for keeping 
  minions or servants, does this dragon 
  have people that need saving? 
   
  Could this dragon prove to be a 
  useful ally?  
   
   
   
   
  A roar fills the air around you, as you 
  travel towards the imposing 
  mountains. A large shadow blocks the 
  sun momentarily, as the swooshing of 
  air is heard over head. A lightning bolt 
  slams down in front of the party. 
  Followed by the graceful descent of a 
  large blue dragon. 
  
   
  20 
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SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/On the Roads/Were-Almost-There.pdf