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Good Challenges for a low-level party in a wilderness environment (Please Help!)

Guilberwood

First Post
Hi guys,

In my campaign, I’ll be running a one-shot side adventure for a low level party in a wilderness environment, and I beg this amazing community for suggestions of good encounters (or challenges) I could throw against them.

The plot is simple: the party has been hired by the "main" party to scout on an abandoned Keep and it’s surrounding forest, which they don’t know is now inhabited by three tribes of Trolls. The party consists of a 4th level Ranger, a 3rd level Druid and a 2nd level Rogue.

As you can see, the Trolls are a challenge to the “main” party, not this low-level one, and I’m hoping my players will realize that and run or hide from the Trolls, instead of facing them.

What I’m looking for are challenges, or other encounters (especially non-violent ones), that could prove fun and allow the characters to use their abilities and interesting ways. The Trolls could be a part of them, even in a combat situation, if the scenario provides ways for the players to win. I don’t want to create a “sure TPK” situation.

Has anyone done anything similar, or have a cool wilderness encounter I could “yoink”? It dosen't have to be related to the plot at all.

Thanks in advance,
Guilberwood
 

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Gosh, EVERYTHING practically is a good overland challenge for low level characters. Food, sleep, protecting their camp, rationing supplies, hunting for supplementary food and simple craftable gear. The environment is THE hazard in overland travel. That includes weather, plants and animals (or lack thereof), water sources, trails and roads, geography's impact on speed and the ability to traverse it (think of obstacles like cliffs, sinkholes, etc.)

3 BANDS of trolls!? That's a bit much for that level, no? Even as a warning. Why haven't these three fought each other into one surviving band? Better think of how they can run from these before the players need to. Place some other "run from" creatures in wandering encounter tables beforehand too. That should get them in the mindset of running away and that it is okay. Maybe a hint or two about creating a plan or strategy after they have successfully escaped once will work? You know, "in case it comes up again?" Marching order is just as important in the woods as in the dungeon. (And at least there you can bring along mounts and vehicles)

Are your trolls swamp trolls? Most D&D ones are, but that certainly isn't a requirement. If the team is traveling through swampland, then they just bit off quite a bit for 3 characters averaging 3rd level. Maybe in one or two more they'd have an easier time of it, but swamps are notoriously dangerous to travel in because of the monsters that hide/live there. And that's not even counting the bugs, disease, poisonous creatures, ease of getting lost, and achingly slow travel times.

For encounters, really, think plants and common animals for encounters first. The real challenge is the resource game and learning how to travel with and without roads or paths through wilderness. Travel is almost never easy at this level, so make sure they make direction checks and roll on your weather table as often as your wandering encounter ones. There are plenty of rules for all this in the DMG and PHB ch. 9.

Also, give detailed descriptions as they go along. These include warning hints per results a normal take-10 would give on the relevant skills. Spot, Nature, Survival, etc. Say, red skies before rain or storms come so they can learn when to take shelter (and what that is). Also, deadly plants tend to leave carcasses. Not just man eaters, but poisonous ones too. Tracks and spores are evidence of animals (re: monsters) in the area. These are always a good hint, both when the PCs may will want to go around and when they know they must travel through. :D

Really, there are plenty of ideas. I'm betting you will get more here.
 

First thoughts:
Three bands of trolls take a whole lot of feeding. Presumably the locale is virtually de-nuded of game. So predators (inc. PCs) are after the same limited game. Run-ins with hungry lions/tigers/bears. Or maybe even a lone troll, as forewarning.

Run-in with potential allies in the forest (Dryads who are tired of the trolls. A treant likewise sick of the gorging, monstrous things.)

Or with critters fleeing the forest because of the trolls. A mate of mine once had us ambushed by a bunch of goblins (we were 7th level) and the sneaky buggers gave us a hell of a fight.

Scouting for defences and back entrances is of course what they're being paid for. How about a stream that flows into the caves beneath the keep. Is inhabited by a water weird? Nixies? Giant leeches?

Something to presage the BBEG. If there is one.

Signs of troll cultic activity. ie: shrines/altars.

What keeps them from fighting? the presence of their god (read powerful monster thing that they worship in their trollish ignorance.)

just some thoughts.

BTW: I like the idea of getting the playters to play the lower level NPC/hirelings. I am so stealing that one.
 

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