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<blockquote data-quote="Imaculata" data-source="post: 7223459" data-attributes="member: 6801286"><p><strong>Hungry Wolves</strong></p><p>A pack of hungry wolves closes in on the party over a period of several days. At first the party hears only howling at night. But soon they may spot the pack following them from a distance, but getting closer and closer. The wolves clearly look starved. After stalking the party for a few days, they eventually attack at night, by trying to drag one of the PC's away from the rest of the group. The players may chase them off before this attack happens. The wolves will flee if the players are putting up a fight. If the players leave food for the wolves, they will give up their pursuit as well.</p><p></p><p><strong>Tar pits</strong></p><p>The players encounter several bubbling pits of tar. The remains of ancient creatures can clearly be seen half submerged in the tar. Optionally the DM may have one of these skeletal ancient creatures come alive as a giant skeleton, if the players get too close. The skeletons may be of dinosaurs, or some other ancient beast.</p><p></p><p><strong>The collapsed rope bridge</strong></p><p>As the players cross several rocky crags, they come upon a large elevated plateau, raised from the earth. To reach the plateau they would have to cross a large pit 20ft. deep and 40ft. wide. The old rope bridge that would normally bridge this gap, has collapsed a long time ago. The old rope bridge now dangles from the side of the plateau, and is only still attached to that side of the gap. The players can climb down into the pit, and then use the rope bridge to climb up again, if they trust its integrity. Alternatively they can try to travel around the plateau, adding 2 hours to their travel time.</p><p></p><p><strong>The forgotten battlefield</strong></p><p>The players cross a large field where a massive battle must have taken place a long time ago. Several ancient catapults and ballistas lie in ruins, while the field itself is littered with skeletons and arrow heads. The players can search the battlefield for weapons and arrowheads, and may find some that are still in good condition.</p><p><strong></strong></p><p><strong>Town on top of a creature</strong></p><p>The party encounters a town that has been built on the back of a gigantic sleeping/dead creature. The DM can decide whether there's any risk of the creature waking up. But considering that an entire town was built on top of it, it would need to be something substantial to wake the creature up after all these years. The people in the town are confident that the creature will not wake up, or is definitely dead. The DM can pick a creature for these scenario, or roll a D12 randomly to have it be a: </p><p></p><p>1: Dragon</p><p>2: Giant</p><p>3: Golem</p><p>4: Tarrasque</p><p>5: Machine</p><p>6: Giant Turtle</p><p>7: Animated Object</p><p>8: Dinosaur</p><p>9: Leviathan</p><p>10: Monstrous Vermin</p><p>11: Sea Monster</p><p>12: Siege Crab</p><p></p><p><strong>Ooze Pool</strong></p><p>The party encounters a pool that looks like its made of water, but is in fact a giant ooze, waiting for curious adventurers to approach it. The pool may have signs that telegraph the danger, such as various objects left over after devouring its victims. </p><p></p><p><strong>Mimic Town</strong></p><p>The party encounters a ghost town, where all sorts of objects are mimics. The town was abandoned after a huge magical mishap, that transformed lots of furniture into mimics... sometimes even entire houses.</p><p></p><p><strong>Rust Valley</strong></p><p>The party encounters a valley full of rust monsters. Looking down on the creatures, they can see just how many of them are basking in the sun, and they seem completely unaware of the players. The creatures seem attracted to a vein of iron ore that lies exposed throughout the valley. At night the creatures rest, and the players can sneak past them unnoticed. They can also decide to go around the valley, which easily adds 2 days of travel time to their journey.</p><p></p><p><strong>The Antagonistic Artifact</strong></p><p>The party comes upon a tall stone artifact, inscribed with various mysterious runes. A loud and ominous humming emanates from inside the artifact, and the ground softly trembles as the sound oscilates. Surrounding the artifact are many dead creatures, and also several creatures that are still alive, and that are fighting each other. One of the creatures may even be a human npc. The creatures fight each other to the death, and stay near the artifact until they starve. If the players get too close (15 ft.), they must make a Willpower save or suffer the same effects, thus pitting them against their own friends. Anyone that succeeds on the save, is immune to the effects of the artifact for the rest of the day. The effects of the artifact can easily be dispelled, thus freeing the affected creatures from the mindcontrol, and allowing them to resume their normal behavior.</p><p></p><p><strong>Low Gravity</strong></p><p>A large crashed meteor buried underneath the soil, is leaking magic, and is causing low gravity in the surrounding area. Trees are much taller, there are sandstorms (because the sand is almost weightless now), a waterfall flows diagonally, and the jumping height and distance of any creature in the area (including the players) is doubled, as long as they are in the vicinity of the meteor. Towards the centre of the crash site, the gravity is even lower, with rocks tumbling in mid air, and bubbles of water drifting through the air. The jumping height and distance of creatures is tripled closer to the meteor.</p><p></p><p><strong>A game of Knights and Dragons</strong></p><p>The players encounter two old men playing a popular local boardgame called "knights and dragons" against a local farmer. The three are betting modest amount of coin on the game, and it seems just about anyone can join in and make a bet. The game itself is played with small wooden pawns in the shape of simple knights, dragons and castles. The rules are simple to understand, but there is a surprising amount of depth to the strategy in the game. The farmer seems to make a lot of obvious mistakes, while the two men seem to be roughly of the same modest skill level. The two old men will let the players win the first game on purpose (the farmer is a plant, working together with the two old men), when the amount of money is low. But they will suddenly play a lot better once the stakes are higher, and conspire to try and win a lot of money from the players. You can resolve the game with an int check for each participating player, where the two old men have an int of 16, but have disadvantage during the first game. Once the stakes are higher however, the two old men have advantage on their check.</p><p></p><p><strong>The War Memorial</strong></p><p>The players encounter an old knight at a war memorial. The knight, called Sir Valrick, is dressed in plate with a purple cape, a white beard and a balding head. He is kneeled next to the monument with his sword resting on the ground. His horse is tied to a tree nearby. The knight is remembering his fallen brothers during a pointless/important battle, of which he was one of the few survivors. Now the knight is often chastised by the locals for being a coward and not dying a heroes death. With a successful charisma (Persuasion) check DC 12 the knight will share his tale, and with a DC 16 he will even offer to join the party to reclaim his honor. The knight will also give directions to the party if asked, and knows all nearby settlements.</p><p></p><p><strong>Where there's smoke</strong></p><p>The party sees several plumes of black smoke in the distance. A group of monsters is raiding a nearby village, and is setting fire to the farms.</p><p></p><p><strong>The cursed farmstead</strong></p><p>The party arrives at a large abandoned farmstead. There are many swarms of flies, and the thick smell of rotting flesh hangs in the air. There are signs that attempts were made to set fire to the farm, as several parts of the roof have charred holes in them. Inside the farmstead the players find blood stains, but no bodies. Lots of crows sit perched on the roof and nearby trees as well. If the players investigate the stables, they are attacked by zombie cows.</p><p></p><p><strong>Keep it safe!</strong></p><p>While at a local settlement, a mysterious wizard runs into one of the PC's and presses an important item in their hands, before being arrested by the guards. What is it? What is it for? Why is it so important?</p><p></p><p><strong>The young thief</strong></p><p>While at a market, one of the PC's notices a young boy stealing some fruit. Do they alert the merchant, the guards, or allow the boy to get away with it?</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7223459, member: 6801286"] [B]Hungry Wolves[/B] A pack of hungry wolves closes in on the party over a period of several days. At first the party hears only howling at night. But soon they may spot the pack following them from a distance, but getting closer and closer. The wolves clearly look starved. After stalking the party for a few days, they eventually attack at night, by trying to drag one of the PC's away from the rest of the group. The players may chase them off before this attack happens. The wolves will flee if the players are putting up a fight. If the players leave food for the wolves, they will give up their pursuit as well. [B]Tar pits[/B] The players encounter several bubbling pits of tar. The remains of ancient creatures can clearly be seen half submerged in the tar. Optionally the DM may have one of these skeletal ancient creatures come alive as a giant skeleton, if the players get too close. The skeletons may be of dinosaurs, or some other ancient beast. [B]The collapsed rope bridge[/B] As the players cross several rocky crags, they come upon a large elevated plateau, raised from the earth. To reach the plateau they would have to cross a large pit 20ft. deep and 40ft. wide. The old rope bridge that would normally bridge this gap, has collapsed a long time ago. The old rope bridge now dangles from the side of the plateau, and is only still attached to that side of the gap. The players can climb down into the pit, and then use the rope bridge to climb up again, if they trust its integrity. Alternatively they can try to travel around the plateau, adding 2 hours to their travel time. [B]The forgotten battlefield[/B] The players cross a large field where a massive battle must have taken place a long time ago. Several ancient catapults and ballistas lie in ruins, while the field itself is littered with skeletons and arrow heads. The players can search the battlefield for weapons and arrowheads, and may find some that are still in good condition. [B] Town on top of a creature[/B] The party encounters a town that has been built on the back of a gigantic sleeping/dead creature. The DM can decide whether there's any risk of the creature waking up. But considering that an entire town was built on top of it, it would need to be something substantial to wake the creature up after all these years. The people in the town are confident that the creature will not wake up, or is definitely dead. The DM can pick a creature for these scenario, or roll a D12 randomly to have it be a: 1: Dragon 2: Giant 3: Golem 4: Tarrasque 5: Machine 6: Giant Turtle 7: Animated Object 8: Dinosaur 9: Leviathan 10: Monstrous Vermin 11: Sea Monster 12: Siege Crab [B]Ooze Pool[/B] The party encounters a pool that looks like its made of water, but is in fact a giant ooze, waiting for curious adventurers to approach it. The pool may have signs that telegraph the danger, such as various objects left over after devouring its victims. [B]Mimic Town[/B] The party encounters a ghost town, where all sorts of objects are mimics. The town was abandoned after a huge magical mishap, that transformed lots of furniture into mimics... sometimes even entire houses. [B]Rust Valley[/B] The party encounters a valley full of rust monsters. Looking down on the creatures, they can see just how many of them are basking in the sun, and they seem completely unaware of the players. The creatures seem attracted to a vein of iron ore that lies exposed throughout the valley. At night the creatures rest, and the players can sneak past them unnoticed. They can also decide to go around the valley, which easily adds 2 days of travel time to their journey. [B]The Antagonistic Artifact[/B] The party comes upon a tall stone artifact, inscribed with various mysterious runes. A loud and ominous humming emanates from inside the artifact, and the ground softly trembles as the sound oscilates. Surrounding the artifact are many dead creatures, and also several creatures that are still alive, and that are fighting each other. One of the creatures may even be a human npc. The creatures fight each other to the death, and stay near the artifact until they starve. If the players get too close (15 ft.), they must make a Willpower save or suffer the same effects, thus pitting them against their own friends. Anyone that succeeds on the save, is immune to the effects of the artifact for the rest of the day. The effects of the artifact can easily be dispelled, thus freeing the affected creatures from the mindcontrol, and allowing them to resume their normal behavior. [B]Low Gravity[/B] A large crashed meteor buried underneath the soil, is leaking magic, and is causing low gravity in the surrounding area. Trees are much taller, there are sandstorms (because the sand is almost weightless now), a waterfall flows diagonally, and the jumping height and distance of any creature in the area (including the players) is doubled, as long as they are in the vicinity of the meteor. Towards the centre of the crash site, the gravity is even lower, with rocks tumbling in mid air, and bubbles of water drifting through the air. The jumping height and distance of creatures is tripled closer to the meteor. [B]A game of Knights and Dragons[/B] The players encounter two old men playing a popular local boardgame called "knights and dragons" against a local farmer. The three are betting modest amount of coin on the game, and it seems just about anyone can join in and make a bet. The game itself is played with small wooden pawns in the shape of simple knights, dragons and castles. The rules are simple to understand, but there is a surprising amount of depth to the strategy in the game. The farmer seems to make a lot of obvious mistakes, while the two men seem to be roughly of the same modest skill level. The two old men will let the players win the first game on purpose (the farmer is a plant, working together with the two old men), when the amount of money is low. But they will suddenly play a lot better once the stakes are higher, and conspire to try and win a lot of money from the players. You can resolve the game with an int check for each participating player, where the two old men have an int of 16, but have disadvantage during the first game. Once the stakes are higher however, the two old men have advantage on their check. [B]The War Memorial[/B] The players encounter an old knight at a war memorial. The knight, called Sir Valrick, is dressed in plate with a purple cape, a white beard and a balding head. He is kneeled next to the monument with his sword resting on the ground. His horse is tied to a tree nearby. The knight is remembering his fallen brothers during a pointless/important battle, of which he was one of the few survivors. Now the knight is often chastised by the locals for being a coward and not dying a heroes death. With a successful charisma (Persuasion) check DC 12 the knight will share his tale, and with a DC 16 he will even offer to join the party to reclaim his honor. The knight will also give directions to the party if asked, and knows all nearby settlements. [B]Where there's smoke[/B] The party sees several plumes of black smoke in the distance. A group of monsters is raiding a nearby village, and is setting fire to the farms. [B]The cursed farmstead[/B] The party arrives at a large abandoned farmstead. There are many swarms of flies, and the thick smell of rotting flesh hangs in the air. There are signs that attempts were made to set fire to the farm, as several parts of the roof have charred holes in them. Inside the farmstead the players find blood stains, but no bodies. Lots of crows sit perched on the roof and nearby trees as well. If the players investigate the stables, they are attacked by zombie cows. [B]Keep it safe![/B] While at a local settlement, a mysterious wizard runs into one of the PC's and presses an important item in their hands, before being arrested by the guards. What is it? What is it for? Why is it so important? [B]The young thief[/B] While at a market, one of the PC's notices a young boy stealing some fruit. Do they alert the merchant, the guards, or allow the boy to get away with it? [/QUOTE]
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