TEXT:  
  1 
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  An additional series of 15 encouters for journeys throughout the wilds 
   
  
   
  2 
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  Table of Contents 
  Table of Contents ...................................... 2 
  Guide to this adventure: ........................... 3 
  Baby Sitting the Champion ...................... 4 
  This encounter is for a 1st level party with 
  4 or more players. ................................... 4 
  The Blackened Blade ................................ 5 
  This encounter is for a 1st level party with 
  any number of players. ............................ 5 
  Culling the Killers ..................................... 6 
  This encounter is for a 1st level party with 
  4 or more players. ................................... 6 
  Demon Days ............................................... 7 
  This encounter is for a 1st level party with 
  4 or more players. ................................... 7 
  Hearce Porthorn ........................................ 8 
  This encounter is for a 1st level party with 
  any number of players. ............................ 8 
  Demand for Eggs ....................................... 9 
  This encounter is for a 2nd or 3rd level 
  party with 4 or more players. .................. 9 
  Unlikely Ambush ..................................... 10 
  This encounter is for a 2st level party with 
  4 or more players. ................................. 10 
   
   
   
   
  Snakes on this Plane ............................... 11 
  This encounter is for a 3rd level party 
  with 4 or more players. ......................... 11 
  Winged Worries ...................................... 12 
  This encounter is for a 3rd level party 
  with 4 or more players. ......................... 12 
  Expedition for Elixir’s ............................ 13 
  This encounter is for a 4th level party 
  with 4 or more players. ......................... 13 
  Redcap Killer .......................................... 14 
  This encounter is for a 4th level party 
  with 4 or more players. ......................... 14 
  Run of the Bull ........................................ 15 
  This encounter is for a 5th level party 
  with 4 or more players. ......................... 15 
  Back Alley Brawling ............................... 16 
  This encounter is for any 3rd level or 
  above party with 1 or more players....... 16 
  Puzzling Parchment ................................ 17 
  This encounter is for any level party with 
  1 or more players. ................................. 17 
  Spring Clean ............................................ 18 
  This encounter is for any level party with 
  1 or more players. ................................. 18 
   
   
   
   
   
   
   
   
   
   
  
   
  3 
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  Guide to this adventure: 
  Regular text can be read to the party at the DM’s Discretion if warranted 
   
   
  Additional hooks or opportunities:  These sections provide additional inspiration for 
  dungeon masters if they decide to distract the party further, or if the party want to look into the 
  situation further. 
   
  ***Encounter experience is to be added depending on party size and difficulty of the encounter. 
  Due to the party composition, current abilities and health status, the earnest is placed upon the 
  Dungeon Master (DM) to provide a suitable challenge and appropriate party experience*** 
  Credits in this adventure: WoTC for making such a tremendous system and game. Ken Carcas 
  for coming up with the Title. 
  Art & Cover’s: Nicholas Martignago, DM’s Guild  
  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 League, all other Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. All characters and their distinctive 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. 
   
  If you have any questions or comments please contact me at exsisto87@gmail.com 
  Boxes like this are to be 
  read aloud to the players. 
  
   
  4 
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  Baby Sitting the Champion  
  This encounter is for a 1st level party 
  with 4 or more players. 
  The party can decide to accompany Damien 
  (Commoner Stats) if they desire. Damien 
  heads to the west of town, retrieving his 
  crossbow from a villager who had bought it 
  out for him. Should the party accompany him, 
  he explains goblins have been raiding every 
  night recently. Sure enough, towards the edge 
  of town, villagers have begun to flee back 
  towards the center.  
  Within seconds of them passing, a goblin is 
  seen running towards the party. Damien’s 
  knees begin to shake as he attempts to notch a 
  bolt to his crossbow. As he lifts it, the goblin 
  continues to charge and Damien panic’s, 
  dropping the bow. He pleads for help dropping 
  to his knees, as the goblin draws in close.  
  After the first goblin is dealt with the other 
  four charge forward after seeing their clan-
  mate die. Once all are dispatched, the night 
  quietens down. Damien rises and thanks the 
  party.  
   
  As you turn back toward town, Damien 
  attempts to bribe the party to say he single 
  handily killed all the invaders. If denied, 
  Damien becomes enraged and threatens the 
  party. Damien offers 15gp to the party for the 
  bribe. Out of desperation to maintain his 
  reputation, he will attempt to attack the party, 
  as a last resort. Killing Damien is possible, but 
  if so, the party will have to convince a very 
  loyal town of the truth. 
   
  Rewards and Experience 
  The goblins will each have 1d6sp in belt 
  pouches, on their bodies. Damien will have 
  38sp. 
  If the party kill all the goblins and Damien 
  they receive 600xp divided evenly. If they 
  spare Damien and are able to convince the 
  town of Damien’s true nature they gain 750xp 
  shared evenly.  
  Additional hooks or opportunities: 
   
  Had Damien “done-in” or bribed other 
  adventurers before? 
   
  How did Damien gain his fearsome 
  reputation when it was clearly 
  undeserved? 
  Creature Stats Used in this Encounter:  
   
  Goblins (MM pg.166)  
   
  Commoner (MM pg.345) 
   
   
   
   
   
   
   
   
   
   
   
  After deciding on spending the night in a cosy 
  township, you find yourselves enjoying a rather 
  frosty ale at the local tavern. The air inside the 
  tavern is rather jovial, with one table near the 
  hearth being particularly rowdy. Suddenly the 
  door of the tavern is slammed open as a man 
  bearing a lit torch enters and yells at the top of 
  his voice; “They’re back! Damien come 
  quickly; we need you.” All eyes turn to the 
  table from which all the noise was coming. A 
  large bearded man with tattoos covering his 
  face rises up and panders to the patrons. “Who 
  will come with me to best these fiends?” The 
  other locals shout back cheers such as, “you 
  don’t need us”, “we’ll just get in your way” and 
  “haha good one Damien; we’ll keep your ale 
  cold till you get back” Damien looks sheepish 
  but gets up and heads to the door. Shooting 
  your table a pleading glance, he whispers that 
  he will make it worth your while, before 
  heading out into the windy night. 
  
   
  5 
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  The Blackened Blade  
  This encounter is for a 1st level party 
  with any number of players. 
  This sword, which is shaped like a katana, is 
  made of a metal which is gun metal grey, with 
  an eerily red bloodline and nioi patterning. The 
  blade contains the spirit of its original owner, 
  who has lived within the sword for the past 
  750 years. Anyone who wields the sword 
  becomes attuned and is able to hear the spirit. 
  He calls himself Hiro Imaja and he claims to 
  be a legendary warrior. This weapon is a +1 
  weapon.  
  Over the course of the next week or so, Hiro 
  will attempt to persuade the wielder to take 
  selfish or greedy options whenever possible. 
  Should the player take actions that could be 
  considered neutral or evil in alignment, Hiro 
  remains entertained and happy within the 
  sword.  
  If the player chooses however to act in a good 
  or chaotic manner, Hiro will become bored 
  and angry, which will lead to Hiro leave the 
  sword at night to attack the wielder. When 
  Hiro leaves the sword he becomes a Specter. 
  If Hiro is exposed to daylight he is destroyed 
  immediately. 
  The sword can be destroyed, which will also 
  destroy Hiro. If Hiro is destroyed the 
  longsword reverts to being a regular +1 
  longsword.   
   
   
   
  Rewards and Experience 
  The +1 Sword is the reward. Unless it is 
  destroyed.  
  If the party are able to defeat Hiro’s spirit they 
  should gain 250XP evenly.  
  Additional hooks or opportunities: 
   
  Who was Hiro Imaja, are the players 
  able to research his history? 
   
  If the sword is destroyed can it be 
  reforged with this unique steel? 
  Creature Stats Used in this Encounter:  
   
  Specter (MM pg.279)  
   
   
  As the party continues along the road they 
  are greeted by a strange situation. Ahead 
  on the road is the body of a man laying 
  face down, with dried blood pooled 
  around their head. The body of the man is 
  covered in small scratches, with some 
  deep scratches around the neck and face. 
  Beside the man’s body is a darkened 
  longsword sticking out of the road.   
  
   
  6 
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  Culling the Killers  
  This encounter is for a 1st level party 
  with 4 or more players. 
  The tavern named “The Traveller’s Repose”, 
  is run by Nimblo Bostok, he is welcoming, yet 
  stern. Nimblo mention’s that there is a pack of 
  20 wolves that often come to prey upon 
  anything left in the town as darkness falls. 
  This started around 1 week ago and the mayor 
  has become desperate as people are beginning 
  to be in very real danger. Nimblo also 
  mentions a very large wolf (Worg) which has 
  been rumoured to have been seen on the 
  outlying farms over the past 2 nights. 
  Players who chose to investigate this will 
  come across random wolves as they traverse 
  throughout the small village. There is about 6 
  blocks of buildings with a thoroughfare 
  running throughout them. The group should 
  encounter the wolves in pairs. If the party is 
  able to kill 10 or more wolves the rest will 
  begin to flee.  
  If the players stray too far from town they will 
  be attacked by the worg and a regular wolf. 
  Killing the worg drives off the other wolves 
  also.   
   
   
  Rewards and Experience 
  The mayor will reward the players with 5gp 
  for each wolf they slay. 
  The party should gain 50XP for each wolve 
  killed and 100XP if they manage to kill the 
  worg, shared evenly.  
  Additional hooks or opportunities: 
   
  What has driven the worg to unite the 
  wolves and attack? 
   
  Would the pelts be able to be sold to a 
  leatherworker, or be fashion into some 
  new armour? 
  Creature Stats Used in this Encounter:  
   
  Wolf (MM pg.341) 
   
  Worg (MM pg.341) 
   
   
  As you pull into a small village for the 
  evening, (any village of the DM’s 
  discretion) you can hear the howling of 
  many wolves from around the town. The 
  villagers seem distracted and on-edge. 
  You can all see them hurrying indoors, 
  one man runs to you and shouts “they’re 
  coming you fools, seek shelter”. You can 
  see a brightly lit tavern on the next corner 
  and you make your way in. The tavern 
  keeper nods at you as you enter through 
  the door. He is a burly man of 50 years 
  with a greying beard and almost no hair 
  on his head. “Wolves are at it again” he 
  states as you approach, “The mayor is 
  paying 5gp’s a scalp if you are interested”.  
  
   
  7 
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  Demon Days 
  This encounter is for a 1st level party 
  with 4 or more players. 
  The famer, named Harrit Melfom, initially 
  asks to simply travel with the party to the 
  nearest town. If pressed he states that his farm 
  has been overrun by devilish creatures and that 
  they have forced him to leave. He states that 
  he has never been a lucky man and that this 
  must be the will of the gods.  
  Should the party ask to go to the farm, the man 
  warns that there are a number of fiends still 
  around. He offers that, he will reward the 
  party’s effort with a family heirloom, if they 
  are able to return his farm.  
   
  As players approach the tiny shack about a 
  mile off the main road, two strange glob like 
  creatures named Lemure’s, move forward to 
  attack. Behind the shack is a large barn, as 
  player’s approach two large quadrupedal 
  creatures known as Dretch’s, move to attack 
  also.  
  Inside the barn, through the darkness and dust, 
  players see a slaughtered cow with three 
  figures on or around it, eating and squawking 
  at each other. Opening the door captures their 
  attention and they turn to attack the party. The 
  creatures here are two more Lemure and an 
  Imp. 
  Once defeated, Harrit is overjoyed with the 
  player’s actions and offers the players his 
  family’s ancient maul.  
   
   
  Rewards and Experience 
  The maul is ancient and of dwarven design. It 
  is well balanced and features the goddess 
  Chauntea’s effigy engraved all over the 
  hammer end (can be used as a holy focus if 
  blessed for 25gp at a shrine or temple to 
  Chauntea). 
  The party should gain 360XP, shared evenly.  
  Additional hooks or opportunities: 
   
  Why are these devils here? 
   
  Where have the devil’s come from, are 
  there more around the area? 
  Creature Stats Used in this Encounter:  
   
  Lemure (MM pg.341) 
   
  Dretch (MM pg.341) 
   
  Imp (MM pg.341) 
   
   
   
  A Farmer sits head in hands as you travel 
  towards him along the road. Beside him is a 
  small trunk open and personal possessions 
  lay scattered around the man. He looks up 
  as the party approaches and through tearful 
  eyes, a cracked voice, asks if you could 
  lend some assistance to a man who has lost 
  it all. 
  
   
  8 
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  Hearce Porthorn 
  This encounter is for a 1st level party 
  with any number of players. 
  Players who ask to use a DC15 wisdom check 
  (perception) or if their passive perception is 
  at least DC15, will notice the man has a silver 
  signet ring on his left index finger. 
  This encounter should occur within an 
  environment that provides a number of 
  obstacles the players will have to interact with. 
  As per the chase rules of the DMG pg.252-255 
  players may attempt to kill or capture the 
  deviant. This man has commoner stats with a 
  few exceptions.  
  Firstly his movement speed is 40ft, he will use 
  his dash action for his first three turns. This 
  should place him around 60ft in front of a 
  human using the dash action at the end of the 
  third round. The man also has advantage on all 
  rolls that include athletics and acrobatics. This 
  is due to the ring that he is wearing. 
  Furthermore due to the man’s surprising speed 
  and agility all ranged attack have disadvantage 
  on him and he is immune to opportunity 
  attacks. 
  Obstacles that the chase may include are fallen 
  trees or logs, stone fences, narrow streams, pits 
  in the earth and even trees or bushes. The 
  naked man will continue to run until he loses 
  his pursuers or until he is killed.  
   
   
   
   
  Rewards and Experience 
  Players who are able to stop or kill the old 
  man, receive “The Ring of the Athlete” 
  which provides advantage on all athletics and 
  acrobatics checks, as well as increased 
  movement speed by 10ft. Additionally the old 
  man will also have the stolen weapon. 
  The party should gain 250xp shared evenly if 
  they all took part in the chase.  
  Additional hooks or opportunities: 
   
  If the man escapes, will the party have 
  a chance to see him again sometime? 
   
  Is the man possessed by a strange 
  demon to behave in such a way? 
  Creature Stats Used in this Encounter:  
   
  Commoner (MM pg.341) 
   
   
  As the players travel along a deserted 
  stretch of road, they notice a very peculiar 
  sight at the edge of the path. A naked 
  elderly man is laying in the gutter face 
  down. As the party approaches, he 
  groggily rises from this position swaying 
  about on his feet. As you draw near he 
  gets a cheeky grin and laughs manically. 
  He races forward and steals the nearest 
  players most prized (or most often used) 
  weapon, he then flees with unnatural 
  speed.  
  
   
  9 
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  Demand for Eggs 
  This encounter is for a 2nd or 3rd level 
  party with 4 or more players. 
  If asked about what the mage will do with the 
  eggs, if they are retrieved, he simply explains 
  that a local ranger has offered to relocate them 
  to another part of the woods, where another 
  owlbear nest is currently built. Players may 
  wish to use a DC16 Wisdom check (insight) 
  at this point to determine if the mage is lying. 
  Characters who have passed the check will be 
  able to determine that the mage is lying. The 
  mage will press on regardless of further 
  questions from the group and offer 500gp for 
  characters to return the 3 eggs. 
  If characters have their concerns the about the 
  mage and the actual threat of the owlbear, 
  other villagers will confirm it has become a 
  problem. If characters ask about the ranger or 
  track him down he will confirm the same as 
  the villagers and also, that there is another nest 
  further into the forest as the mage explained. 
  However, he claims to not have spoken to this 
  mage about the owlbears previously. 
  Should the party choose to continue on with 
  the quest, as discussed around a mile north of 
  town, the players find a wide low nest built of 
  small sticks and branches nestled under a 
  small depression in the side of a hillock. 
  Visible from around 300ft away is the owlbear 
  sitting on its nest.    
  Rewards and Experience 
  If the players return the eggs to the mage, he 
  pays the agreed upon 500gp to the party. Also 
  gifted will be 700xp divided evenly amongst 
  the party. 
  Should the party come up with another way to 
  remove the threat of the owlbear from the 
  townsfolk, without stealing the eggs from the 
  mother, the locals will scrape together 100gp 
  and through a feast in the local inn for the 
  characters. Characters should receive 1000xp 
  divided evenly.    
  Addit1ional hooks or opportunities: 
   
  What does the mage actually have 
  planned for the eggs? 
   
  How is the mage privy to so much 
  information about the party and the 
  ranger? 
   
  Is there a reason for the owlbear 
  nesting so close to a town? 
  Creature Stats Used in this Encounter:  
   
  Owlbear (MM pg.249) 
  On the edge of a small village, a strange 
  mage of some variety approaches you, after 
  hearing about your exploits throughout the 
  wizarding world. He asks you to perform a 
  simple task, of retrieving a few eggs from a 
  nest to the north of your current location. 
  He states that to get the eggs, the players 
  must distract a rather large Owlbear and 
  steal the eggs while she is preoccupied. The 
  mage further states that although this seems 
  cruel, the mother has been disturbing 
  townsfolk in the area as she becomes more 
  protective of the eggs, to the point where it 
  has become dangerous to approach that part 
  of the countryside all together. 
  
   
  10 
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  Unlikely Ambush 
  This encounter is for a 2st level party 
  with 4 or more players. 
  Three brightly coloured frogs leap from trees 
  to block the path in front of the party. They 
  stand around 3 feet tall and hold crudely 
  created wooden weapons. The first ribbits in a 
  strange fashion which causes the others to 
  raise their weapons and move forward towards 
  the party. 
  The Grung’s are coloured Purple, Red and 
  Green. Each produces a slightly different toxin 
  which can produce varying and bizarre effects. 
  The Grung are notorious slavers and typically 
  attempt to enslave people who are walking 
  throughout their uncharted forests.  
  The grung cannot be reasoned with and will 
  attempt to capture you all up until the last man. 
  Their weapons and skin are all coated in toxin 
  which differs depending on colour.  
  The Grung only speak their own native 
  language of grung, if a player is able to speak 
  this language he or she is only able to interpret 
  blood lust filled thoughts of capture and 
  enslavement.  
   
   
   
   
   
   
   
  Rewards and Experience 
  If the characters are able to defeat the grung, 
  they are able to take 1lb of the poison from 
  each of the grung’s skin. Characters should 
  also receive 250xp shared evenly amongst the 
  party. 
  Addit1ional hooks or opportunities: 
   
  Are there other Grung around? 
   
  Is their toxin valued as a rare and 
  expensive collectable? 
  Creature Stats Used in this Encounter:  
   
  Grung (VGtM pg.156) 
   
   
  Travelling through a balmy humid tropical 
  forest always seems nicer than it actually 
  is. Lush green palms, trees, vines, mist and 
  abundant animal life may seem attractive, 
  but along with it, come biting insects, 
  poisonous or giant snakes, strange leeches 
  and of course, deadly yet adorable, brightly 
  coloured frogs. Frogs? Yes frogs, like those 
  three there. 
  
   
  11 
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  Snakes on this Plane 
  This encounter is for a 3rd level party 
  with 4 or more players. 
  The women are Yuan-ti Pureblood’s and act 
  to capture you in the attempt to find a suitable 
  sacrifice, for an upcoming ritual. They are 
  very cunning and spilt up in multiple 
  directions, using their full movement each 
  turn, in an attempt to separate the party and 
  attack from a distance.  
  The party should be challenged by these 
  tactics, as the Yuan-ti are intelligent and 
  manipulative. Casting suggestion can also help 
  to play havoc upon the group.  
  Should this encounter begin to overrun the 
  group have each Yuan-ti flee if they have 
  taken a reasonable amount of damage.  
   
   
   
   
   
   
   
   
   
   
   
  Rewards and Experience 
  Should the players defeat all three Yuan-ti, 
  they will find upon the bodies, one item from 
  the DMG Magic Item Table B (pg. 144). 
  Additionally each Yuan-ti is to be found 
  carrying 3d8gp in a small coin pouch.    
  Each Yuan-ti should grant 200xp shared 
  evenly to the party with an additional 240xp 
  bonus for killing all three. 
  Addit1ional hooks or opportunities: 
   
  Where do these creatures come from, 
  perhaps there is a nest or ruins nearby? 
   
  Why did the creatures attack, have 
  other people been captured in this 
  way? 
  Creature Stats Used in this Encounter:  
   
  Yuan-ti (MM pg.310) 
   
   
  The road through the forest seems ancient 
  and forgotten. Stone ruins from various 
  ancient cities and structures, litter the road 
  side as you wind your way throughout the 
  muddy path. To the parties surprise, 
  walking towards you are 3 scantily clad 
  females in silken robes. As they approach, 
  they appear to muter between themselves 
  before one of them raises a hand towards 
  you, only to have a cone of poisonous 
  liquid spewed in your direction. 
  
   
  12 
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  Winged Worries 
  This encounter is for a 3rd level party 
  with 4 or more players. 
  The approaching creatures are three Spined 
  Devil’s, sent to return information to the nine 
  hells through a nearby infernal gate.  
  Upon seeing the party so close to their 
  objective, they decide to attack, so as not to 
  have their main objective of being undetected 
  compromised. The devils will fight 
  ferociously, but will attempt to run from the 
  fight at around 20% health.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rewards and Experience 
  The party is able to harvest these devils for 
  their rare tail spines which explode in a fiery 
  display upon impact dealing 1d6 fire damage. 
  The party should receive 450xp for each devil 
  killed, shared evenly. 
  Addit1ional hooks or opportunities: 
   
  Why are these devils here? 
   
  Where have the devil’s come from, are 
  there more around the area? 
   
  These devils are usually messengers, 
  is a message found or where does it 
  come from? 
  Creature Stats Used in this Encounter:  
   
  Spined Devil (MM pg.78) 
  The moon is nowhere to be seen on this 
  chilly night. Far off in the distance the howl 
  of wolves and hooting of owls, remind the 
  party how far from civilisation they truly 
  are at this point. After a few minutes the 
  noises of the wilderness suddenly stop, as 
  the beating of leathery wings can be heard, 
  approaching from the south. Through the 
  darkness approach a number of flying 
  fiends, which screech as they approach the 
  camp.   
  
   
  13 
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  Expedition for Elixir’s  
  This encounter is for a 4th level party 
  with 4 or more players. 
  Bilody will produce a list of reagents required 
  which are all found within this area. Along 
  with the reagents found in this area, are a 
  number of roaming packs of Gnolls, Goblins 
  and random Ogre’s. These creatures should 
  show up at least 2 times a day, as a random 
  encounter to ensure this task isn’t a simple 
  walk in the park. 
  The party’s success is based on a number of 
  factors, firstly any characters proficient with 
  survival or nature receive a +5 on rolls. 
  Secondly any character with class or 
  background bonuses such as the Wanderer 
  feature (outlander PHB pg136) will receive 
  an additional +5 to their rolls. Finally any 
  magical abilities such as speak with plants or 
  animals could be used to locate such reagents 
  and can add +3 to rolls.  
  Adding all multipliers together for the entire 
  party, then adding that to a d20 roll will 
  determine how successful the party is each 
  day. The party is able to continue this up to a 
  total of 450GP’s.  
  Example: 4 characters in the party with 2 
  having proficiency in Nature/Survival (+10 to 
  roll) 1 has the wanderer background feature 
  (+5 to roll) (+15 total) and 1 player can cast 
  speak with plants (+3 to roll) (+18 total) 
  Therefore the party rolls 1d20 per day and 
  adds 18 to the roll. This is then compared to 
  the table below to determine how much is 
  made each day.  
  Rewards and Experience 
  The merchant provides the agreed upon gold 
  on completion of the job. Additionally the 
  merchant gives the party 3 unidentifiable and 
  unmarked potions which the apprentice mixed 
  whilst being unsupervised.  
  They are as follows:  
  Potion of Narcissus: For 1d4 hours everyone 
  looks like you. 
  Potion of Dentistry: Your teeth all fall out of 
  your mouth but will grow back within 3d4 
  hours 
  Potion of Arcane Denial: For 3d8 hours you 
  refuse to believe in magic and remain 
  convinced that anything unusual that happens 
  is explainable via scientific means. 
   
  The party should receive 500xp shared evenly 
  for each day they search for reagents. 
  Addit1ional hooks or opportunities: 
   
  Where can we get more of these 
  potions? 
  Creature Stats Used in this Encounter:  
   
  Gnoll’s (MM pg.162) 
   
  Goblin’s (MM pg.165) 
   
  Ogre’s (MM pg.237) 
  Roll + Modifier Value 
  DC levels of Success 
  15-19 
  1 lb of Reagents (15gp) 
  20-24 
  2 lbs of Reagents (30gp) 
  25-29 
  3 lbs of Reagents (45gp) 
  30-34 
  5 lbs of Reagents (75gp) 
  35-40 
  10 lbs of Reagents. (150gp) 
  A wealthy merchant can be seen sitting 
  outside a camp, in the middle of the road 
  all but weeping as the party approach. The 
  man rises as he realises you approach and 
  straightens himself before moving to your 
  direction. He proclaims himself to be 
  Bilody of Waterdeep and asks if you would 
  be willing to make some fast coin? He 
  explains the two rangers he hired for the 
  job have never returned and that he 
  desperately needs reagents gathered to 
  return to his shop and resume trading. The 
  job he explains is simple, gather ingredients 
  and return within three days to get paid for 
  the amount collected.   
  
   
  14 
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  Redcap Killer 
  This encounter is for a 4th level party 
  with 4 or more players. 
  The creature in question is a Redcap, a small 
  and extremely bloodthirsty fey creature which 
  is not often found in this realm.  
  Defeating this creature shouldn’t be overly 
  difficult. Should the party be making swift 
  work of the fey, the DM should opt to 
  introduce a second.  
  With a DC17 Intelligence check (history or 
  nature), a party member may be able to 
  divulge the following. Firstly the creature can 
  be identified as a redcap, a vicious killer born 
  from blood. Additionally these creatures are 
  often associated with the sites of a particularly 
  gruesome murder. Finally they usually only 
  occur within Faerün if a planar crossing with 
  the Feywilds is nearby.    
   
   
   
   
   
   
   
  Rewards and Experience 
  The small redcap can be found carrying two 
  items, both of which are much larger than the 
  creature could possible use. The first is a ring 
  named “The Knowing Reach” that allows the 
  user once attuned to cast Mage Hand once per 
  day and also gives the user a +1 to 
  Intelligence (Arcana) Checks. The second is a 
  silken belt named “The Sash of Deviousness” 
  which once attuned gives a 1+ bonus to both 
  Dexterity (Sleight of Hand & Stealth) 
  Checks. 
  The party should receive 700xp shared evenly 
  for each redcap killed. 
  Addit1ional hooks or opportunities: 
   
  Is there a feywild’s crossing nearby? 
   
  What gruesome discovery will the 
  party make if they trace the origin of 
  these fey? 
   
  Do these items belong to someone 
  murder by the redcaps? 
  Creature Stats Used in this Encounter:  
   
  Redcap (VGtM pg.188) 
   
   
  It’s well past dusk as you find yourselves 
  wandering through a quiet street. The lights 
  are dim and the air still. A strange clanging 
  noise can be heard approaching from 
  ahead. The sound of steel on stone 
  continues to grow in its cacophony until 
  suddenly a figure 3 foot tall turns the 
  corner revealing himself to you all. The 
  figure is silhouetted against a lantern and 
  all you can make out is, a strange pointed 
  head piece and a long thin curved sickle.  
  The creature pauses a moment as it realises 
  it has been seen by you, before charging 
  towards the closest party member it a storm 
  of ringing steel and a slashing sickle.  
  
   
  15 
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  Run of the Bull  
  This encounter is for a 5th level party 
  with 4 or more players. 
  The iron bull or Gorgon as they are commonly 
  known, is around 60ft behind the villagers but 
  is gaining on them steadily. It is unknown how 
  such a beast happened upon such a town. The 
  screaming villagers shout both to run for your 
  lives, or save us please, as they approach you. 
  Around the party is a stereotypical town or 
  village entrance, with 4 foot tall stone walls 
  lining fields to either side of the roadway. 
  Small trees dot either side of the roadway, as 
  well as a fence post or lantern pole. The people 
  seem to be obliviously running along the 
  roadway, almost corralled in by the short stone 
  fences.  
  The Gorgon itself is enraged and would 
  require a DC20 Wisdom check (animal 
  handling) to know what could be done to calm 
  it, or avert its attention from the fleeing 
  villagers.  
   
   
   
   
   
   
   
   
  Rewards and Experience 
  If the characters are able to defeat the gorgon 
  or restrain it, to avoid it injuring any of the 
  townsfolk, the people will gather together 
  140gp for the party. Additionally the horns or 
  other parts of the gorgon could be valuable 
  alchemical components, at the DM’s 
  discretion.  
  The party should receive 1,800xp shared 
  evenly for capturing or subduing the gorgon 
  itself. 
  Addit1ional hooks or opportunities: 
   
  Perhaps the townsfolk blame the local 
  wizard for summoning such a beast? 
   
  Has the gorgon petrified any villagers 
  that may need reviving for a greater 
  reward? 
   
  I bet the horns would make a sweet 
  battle horn. 
  Creature Stats Used in this Encounter:  
   
  Gorgon (MM pg.171) 
   
   
  As players approach a small town after a 
  long day of travelling, they see a peculiar 
  sight. A number of commoners are running 
  and yelling out of the town, almost in a 
  stampede. From behind the throng, a 
  clanging of steel and thudding of 
  something immensely heavy, can be heard 
  approaching. A large steel bull, like 
  something from a modron’s nightmare, is 
  charging along the road behind the scared 
  folk, heading your direction. 
  
   
  16 
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  Back Alley Brawling 
  This encounter is for any 3rd level or 
  above party with 1 or more players. 
  The door the rogue pointed towards is a steel 
  door with a black swan symbol stencilled upon 
  it. After knocking as per the instructions, the 
  party is greeted by a large muscular half orc 
  bouncer, named Kulug. He brings the party 
  forward and explains a few rules: 
   
   
  Only 1 person can enter the event. 
   
  No weapons can be used. 
   
  The only magic that can be used is if it 
  targets “self” and has a bonus action 
  or a reaction cast time. 
   
  Characters can use any abilities or 
  feats they have if it does not contradict 
  the previous 2 rules. 
   
  Characters have to fight for 5 rounds 
  or until they are knocked out or give 
  up.  
   
  If a character does become knocked 
  out or surrenders they are only given 
  half the money they have earnt. 
   
  The character can earn 100gp per 
  round they win. 
   
  Party members can use a DC10 
  Wisdom check (medicine) at the end 
  of each round to heal 5 points of 
  healing to the character fighting. 
   
  Between each round is considered a 
  short rest. 
   
  The first round is against a weedy middle aged 
  man with Commoner Stats.  
  The second round is against a broad 
  shouldered young man with Bandit Stats. 
  The third round is against a lean wood elf with 
  Scout Stats. 
  The fourth round is against a ferocious looking 
  half orc with Thug Stats. 
  The fifth round is against an Uhtgarde 
  barbarian who stands 7 feet tall. He uses 
  Beserker Stats 
   
  Rewards and Experience 
  If the character is able to defeat all five rounds 
  they are able to claim the full 500gp reward. 
  The party should receive 125xp for each 
  successful round, shared evenly. 
  Addit1ional hooks or opportunities: 
   
  Does the party intend on exposing 
  such an event to local authorities? 
   
  When is the next fight? 
   
  All creature stats can be upgraded for 
  stronger characters, for example using 
  Veteran, Assassin, Gladiator or 
  Cultist stats. 
  Creature Stats Used in this Encounter:  
   
  Commoner (MM pg.345) 
   
   Bandit (MM pg.343) 
   
  Scout (MM pg.349) 
   
  Thug (MM pg.350) 
   
  Beserker (MM pg.344) 
   
   
   
   
   
   
  Whilst walking through an area considered 
  by most to be somewhat, dangerous. The 
  party is approached by a dirty shirtless 
  rogue by the name of Dankor. He looks you 
  up and down and states the following in a 
  seedy accent. “Wanna make a decent 
  pocket of gold mate? I have just the 
  opportunity for some one big like yourself” 
  He motions the party slightly closer and 
  whispers “unsanctioned bareknuckle 
  boxin” finishing with a sly wink.  
  He steps back and points down a long dark 
  alley, “There’s a door at the end there, if 
  you’re interested, knock 5 times quickly in 
  1 hour from now. There’s 500gp up for 
  grabs.” 
   
  
   
  17 
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  Puzzling Parchment   
  This encounter is for any level party with 
  1 or more players. 
  Once the code is discovered and translated, the 
  scroll will magically set itself on fire, burning 
  with a bright blue light and without heat. Once 
  the fire extinguishers itself a brand new spell 
  scroll will be resting in the same position the 
  original parchment lay.  
   
   
   
   
   
   
   
   
   
   
   
  With a DC20 Intelligence Check (Arcana) the 
  scroll can be identified as containing the level 
  5 spell Conjure Elemental.  
  The text that the players must translate is as 
  follows:  
  The elements are both your allies and your 
  foes. Learn to bend them towards your will 
  and soon your power will grow. 
  Rewards and Experience 
  The party should each receive 15% of their 
  current level in experience if they added in 
  solving the riddle. 
  Addit1ional hooks or opportunities: 
   
  Who left the parchment? 
   
  Does anyone from this area know of 
  anything similar happening in the 
  past? 
   
   
  Overnight troubled dreams disturb your 
  slumber. Incomplete warnings, distracting 
  monstrosities and immobilising scenarios 
  drift through your subconscious. Suddenly 
  everyone sleeping sees the image of a 
  rolled up parchment floating above the 
  campfire, lit last evening as camp was 
  established. All the players wake to an 
  electric jolt. Hovering above a relit 
  campfire is a parchment, rolled and 
  hovering, just as they all dreamt. Inside the 
  parchment is a message, “Work out the 
  code, and rewarded you shall become”.  
  Written below, in Primordial script is the 
  following text: 
  Gsv vovnvmgh ziv ylgs blfi zoorvh zmw 
  blfi ulvh. Ovzim gl yvmw gsvn gldziwh 
  blfi droo zmw hllm blfi kldvi droo tild. 
   
  
   
  18 
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  Spring Clean   
  This encounter is for any level party with 
  1 or more players. 
  The party will need to calm tensions between 
  the villagers and the treant before the situation 
  gets out of hand. This can be done by a 
  number of DC15 Charisma Checks 
  (persuasion or intimidation).  
   
  Fighting the treant on the eve of Greengrass 
  would be considered unwise and would 
  probably lead to some penalties, from the very 
  gods the festival pays homage to.  
   
   
   
   
   
   
   
  Rewards and Experience 
  If the party is able to diffuse the situation 
  without any damage being done to either party, 
  spring related gods such as Chauntea or 
  Mielikki may offer a boon or blessing, to the 
  party. This could include perhaps advantage 
  on any roll they choose, over the next month. 
  Or perhaps, a blessing on their weapon giving 
  it an additional +1 to attack rolls. These can be 
  given at the discretion of the DM. 
  The party should receive 20% of their level in 
  experience each. 
  Addit1ional hooks or opportunities: 
   
  What has else may have caused the 
  Treant to stir from its deep slumber? 
   
  Is the party interested in hanging 
  around for the festivities? 
  Creature Stats Used in this Encounter:  
   
  Treant (MM pg.289) 
   
   
  The township buzzes with excitement as the 
  eve of the Greengrass festival has finally 
  arrived. For a number of religions and 
  deities, the next day holds many rituals to be 
  performed. The town folk have, as per usual, 
  started to clean out some of the local shrines 
  and alters after the long hard winter.  
  Suddenly a number of shrieks and shouts 
  can be heard coming from the north of town. 
  Over the top of the low set buildings in the 
  direction of the screams a massive oak tree 
  seems to be moving about wildly.  
  As the party arrives they see a huge Treant 
  trying to batter away a number of village 
  folk who are brandishing lit torches. The 
  villagers were trying to burn a number of 
  wasp nests, which had sat on the treant over 
  the past 6 months.   
  The treant, obviously being a bit nervous of 
  fire, seems to have awakened, after over a 
  century of sleep, to avoid being burnt.  
   
   
  
   
  19 
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SOURCE: textdata/thevault/Tables & Charts/Encounters/Fantasy/On the Roads/Still-Not-There-Yet.pdf