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D&D 5E 100 Wilderness Events

Gwarok

Explorer
1) The PC's spot something that is clearly a griffin nest, placed in a very difficult place to get to. A mighty but sheer rock in the middle of a raging river, or just a good ole fashioned cliffside. Suitable DC check and/or approach needed to climb up to it. Inside are 2 eggs, of great value to the right people. Add fight with griffin if you wish.

2) Frayed rope bridge across a 30ft chasm. Can be repaired with Mending cantrip, or hauled to one side and maybe rewoven and replaced if players can get at least one guy to the other side to tie it back in place. Going around would take however extra longer you feel will make it worth the effort on the player's part.

3) Players pass through the territory of Sprites and Pixies. Those above Passive Perception of 18 will feel a presence, but unless they have see invisible up will not be able to locate them. A DC 15 Nature check will clue in any PC's as to how to be diplomatic. If the Fae are not appeased with some sort of courtesy or gift, in the night the PC's have canteens punctured, ropes and harnesses slashed, horses untied and led astray. Nothing too serious. If the players deal exceedingly well with the Fae perhaps they get a guide who helps them find food, healing berries, or shave off some travel time, or maybe a woodland mystic NPC that might be someone who can help them out. The Fae value weird stuff that mortals often consider refuse or useless. Salted fish heads would bring far more value than a sapphire for instance.

4) Ancient ritual place in the wilderness. Not a temple or even a proper place of worship so much as a place of power were primitive people came to make offerings to dark spirits to leave them alone. It's appearance stands out compared to the surrounding country. Fetid marshland in a desert that animals do not wish to drink from. Moonscape rocky soil in lush forest devoid of life. Simply defiling the place without a Protection from Evil or similar ward will call down a Bane on characters for 30 days or until a Remove Curse or similar magic is used. Making a DC15 Religion check and an appropriate sacrifice will bring a Bless for 3 days. Whether or not this act is considered evil is entirely upon who the characters are, and used to be a normal part of the life of the folk who lived here. Casting a "Hallow" on the place rewards the caster with a Heroism spell effect for 7 days. However, unless they also have some sort of protective magic up it will also cast a Bestow Curse for 7 days as the spirits rage against their eviction from their special place.

5) Bees! The characters stumble across a large bee hive. DC 13 Nature check or a DC 20 Animal Handling will allow the players to recover 1-6 servings of food(so yummy!), which might also have some minor magical properties. Failure on the checks results in 1D3 points of damage, and a DC12 poison save or gain 1D3 level of exhaustion from the irritating bee stings as well.

6) 12 Point Buck! Large Deer is spotted, 300ft away. A very long shot. Deer as 18hp, AC12. Once hit the great stag will flee. Misses or wounds less than 8 points allow the deer to flee never to be seen again. Any hit over 8 points of damage will make it possible to follow the animal as it is bleeding and slowed down. Skill check vs deer, first to get three successes or 3 failures vs a DC 15 athletics check, and a DC 15 Survival to track it in the first place. This will take 1D3 hours. DC 10 survival to butcher it properly yielding over 100 pounds of quality venison, but even a rank amateur can harvest 30 pounds. DC15 check preserves the hide and head well enough to be sold as well. Yes, I played "Oregon Trail" as a child.
 
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