Netbook Of Random Encounter Forward: For too long now I have suffered through the tedious system of random encounters. A random die roll and wah-la! My party is now fighting with monsters that have no particular reason to be attacking the party. Let’s face it, most wild animals don’t attack unless provoked. The tedium of ‘another orc ambush’ is wearing upon my players and I. With this collection, I cast off this burden and strive to create random encounters that are cunning, entertaining, challenging, fun, deadly, unique, and exciting for me and my players. After all, Getting there is half the fun. Isn’t it? This is a work in progress and I hope any one who downloads this will take the time to contribute any ideas they have to me. My e-mail is venger@usol.com Disclaimer: TSR, Dungeons & Dragons, Advanced Dungeons & Dragons, D&D, AD&D, Dungeon Master, Dragon, Dungeon, Greyhawk, Forgotten Realms, Dragonlance, Ravenloft, Planescape, Darksun, Mystara and Spelljammer are registered trademarks of TSR, Inc. Several other trademarked names appear throughout this work; the author hereby states that he is using the names, including the above-mentioned ones in editorial fashion only, and not to the benefit of the trademark owners, with no intention of infringing in any way upon the trademarks. The author is not affiliated with nor endorsed by TSR, Inc. Credits: To my players past and present, who play tested many of these ideas and learned that a trip from town to town was a little more complicated than they thought. I believe the Unknown author is Joseph Dubois. He compiled the original Netbook of Random Encounters. I hope he accepts this acknowledgement. ShadowMaster jcarl@pizza.ess.harris.com Matt Carlson matthew@rainbow.uchicago.edu mcarlson@nmsu.ed Table of Contents Table of Contents 1 Forward 2 Disclaimer 3 Credits 3 Table of Contents 4 Encounter Encounters Title: Cunning Kobolds Location: Any Forest Recommended Levels: Any (high levels recommended for shock value) Overview: The party is ambushed by opportunistic kobolds. Trigger: The party passes through an apparent dead magic zone. Description: You are walking through the woods when in front of you a branch-fence up pops. Quickly turning around, you’re just in time to see another branch-fence popup behind you! The sound of several crossbows fills your ears as a rain of bolt’s showers upon you. DM Notes: The kobolds have found a magic dead area, and have set up a trap of branch fences to corral the party. The fences are 6' and will take 2+1d4 rounds to cut through or 1+1d4 rounds to climb over/through. The kobolds have perches setup in the trees where they will fire arrows down into the corral. Note: no spells will work for the party nor will magic items, like protection rings/armor, and stoneskin spells, etc. Thus the kobolds should have easy targets against the party. The kobolds also have several wild dogs they let lose to attack any one who may try to limb over/through the fences. Future Hooks: The party hunts down the kobolds. The magic dead area is created by a rare rock that is hidden beneath the ground. Author: Unknown Title: Desperate Alliances Location: Any Mountain Recommended Levels: 9+ Overview: The party becomes unwitting allies with griffins. Trigger: Walking down a mountain pass. Description: A gust of wind is your only warning as powerful claws grasp your shoulders and you are lifted out from the cliff face at breathtaking speeds. A large half-eagle, half-lion has seized you and is flying you towards a distant peek where flashes of fire can be seen in the distance. A glance behind you reveals that your companions have also been abducted. DM Notes: The griffins have been sent in search of help. Two or more Chimera’s have attacked their lair and are threatening their eggs. The griffins will drop the PC’s between the nest and the attacking beasts in the hopes that the PC’s can neutralize the threat. Future Hooks: The griffins may endear themselves to the PC’s serving as mounts or allies in future campaigns. The party may reward itself by removing the carcasses of the Chimera, which can be sold. Author: Venger venger@usol.com Title: Ill-fated Illness Location: Any road where bandits are active Recommended Levels: Per Threat Overview: The party is attacked by a cunning group of bandits Trigger: The party spots a disabled wagon on the road ahead. Description: As you follow a slight bend in the road, you see ahead a large wagon with 4 individuals working around it. The wagon appears to be broken down. In the back is a pile of blankets that shifts every so often. When the party is within shouting distance, they will beckon to them. An elderly man in his 50’s will address the PC’s. He says they were taken their sick friend to town when the wagon broke down. He asks if you might help them. DM Notes: The old man and the three other individuals are all bandits. If there is a cleric in the group, the old man will attempt to have the PC’s check on his sick friend. If not, he will conspicuously lead them around the back of the wagon to the ‘broken’ wheel. The wheel is not broken but is cunningly buried to appear broken. Under the blankets are two individuals along with a small net launcher. They will attack when the party crosses the back of the wagon. Two more bandits are hidden in the trees. Future Hooks: The PC’s could be captured and taken to the bandit camp. The PC’s could be stripped of their gear and left by the bandits. The PC’s could chase off the bandits and track them to their camp. Author: Venger venger@usol.com Title: Perilous Priests Location: Any road near a swamp or woods Recommended Levels: Per Threat Overview: The party is attacked by a group of Draconians (Lizardmen). Trigger: The party is approached by a wagon surrounded by robed priests. Description: Approaching from the other direction, you see a small 2-wheeled cart pulled by a pair of mules. Twelve robed figures surround the cart. Their faces and bodies are completely covered. They will stop as the PC’s approach. If the PC’s stop before reaching the group they will speak briefly with them in guttural tones. As the PC’s pass them by they will strike. DM Notes: Draconians are native to DRAGONLANCE. Lizardmen could easily replace them but the shock of actual draconians is much more effective. Future Hooks: The draconians are advance scouts for a larger force. The draconians capture the PC’s and take them to their dragon master. Author: Venger venger@usol.com Title: Troubled Trapper Location: Deep Forest Recommended Levels: 3+ Overview: The party discovers a trapped trapper. Trigger: The party is traveling through the deep forest and hears a cry for help. Description: From a short distance ahead you here the baying of a pack of wolves on the hunt. Muffled by their howls are the cries of a man in great distress. You enter a small clearing a thin man hangs by his ankles from a poacher’s trap. A pack or worgs slowly circles around him. DM Notes: The number of worgs should depend on the strength of the party. The man hanging in the tree is a trapper he was setting traps when a group of worgs came upon him. In his panicked flight he managed to become victim to one of his own traps. If the players rescue him he will offer a few gold as a thank you. Future Hooks: If a ranger or druid is present there could be a significant role-playing opportunity here. The trapper could become a recurring means of comic relief as the player’s pass through this area. Each time he’s in a different trap. Author: Venger venger@usol.com Title: Flights of Fancy Location: Any remote area Recommended Levels: Any Overview: The party sees a dragon. Trigger: The party is strolling through a remote area of the region. Description: A sudden shadow across the trail attracts your attention. Looking to the sky you see the spectacularly brilliant reflection of the sun off from the scales of two silver dragons. The dragons seem to be at play do not notice you. After mere minutes of play their flight takes them out of view. DM Notes: This is intended as a non-combat scenario to impress upon the players the fantastical nature of the fantasy world. Should the PC’s attack, the dragons will respond with lethal force. Each is a Young adult Silver Dragon. Future Hooks: The dragons might be approached by one of the dragons to help save its mate. Author: Venger venger@usol.com Title: Faster, Stronger, Better! A Kobold? Location: Dungeon, Forest, Mountains Recommended Levels: 2-4 Overview: A kobold looking for trouble accosts the party. He's tougher than he looks! Trigger: The party is walking along a dungeon when they come across a kobold decked out in plate mail (a little to big, was for a dwarf) and long sword (used two handed). Description: The party is walking along a dungeon and a lone Kobold decked out in plate mail and wielding a long sword like a two handed sword comes around the corner. He looks surprised and runs back out of view. After a few brief seconds, the Kobold comes screaming around the corner in a charge at the party. The party will notice that the Kobold is a strange color of blue and no longer struggles carrying the armor. DM Notes: The Kobold is a particularly large specimen. So much so that he can wear A Dwarfs Plate mail but barely. This guy had the fortune to come across a Dwarf that had fell victim to a deadly trap. The Dwarf had lots of loot on him. Specifically a ring and lots of potions. The Kobold sipped a few of the potions and figured out what most of them did. The potions he found are a Potion of Storm Giant strength, a Potion of Super Heroism, and a Potion of Speed. The Ring he now wears is a vampiric ring. The Kobold has swallowed all of the potions at once! He now has 34 HP, He now moves 12 instead of 6, Attacks 2 times around with a THAC0 of 15, Doing d8+12 points of damage with each attack. He can lift 1235 pounds so can easily pick up characters and through them. The Super Heroism will wear off in 14 round so his THAC0 will drop to 20 but the damage stays the same. The only side effect due to the miscibility is a strange color of blue to the skin. This is permanent though other effects will wear off. Future Hooks: Recommended as a one-time encounter. The armor may belong to a prominent dwarven clan that comes looking for their lost comrade. Author: ShadowMaster jcarl@pizza.ess.harris.com Title: Twisted Trunks Location: Forest Recommended Levels: 3+ Overview: While camping by the road one night not far from a town the PCs are attacked by 3 Evil Treants. Trigger: The treants wait till the PCs are asleep. Middle of night and any fires are put out. Description: You feel a light breeze. The sound of tree branches swaying in the wind. You think you see something move in the dim moonlight; you strain your eyes, but it turns out to be only a tree. You turn your head back to check on the resting group, when you are struck from behind. DM Notes: The treants will attack from all sides trying to separate the party into the dark woods. There are also 3 wolves close by hunting in the night if the PC's gain too much of an advantage too quickly. Future Hooks: Stuck within the hollow of one of the treants is a scroll case. Inside is a map (DM supply map) to a treasure site. Author: unknown Title: Frozen Adventurers Location: Any Arctic Region Recommended Levels: Any Overview: While the party is travelling the come across another group of adventurers, which have met with a different fate! Trigger: Travelling in some arctic mountains the party comes across a group of frozen adventures. Description: As you make your way across the white barren snow you notice a dark colored mound about 30' ahead of you. [After Investigating] After digging at the snow you come across a charred wood shelter. Most of the wood has obviously burned away, but yet the snow covering the shelter formed a bubble. Thus you devise that the fire happened after the snow covered it. Inside the burnt out shelter you see the corpse of two dead humanoids. The one body is wearing plate-mail and the second body is lying on top of a wooden box. Inside the box you find the diary of the wizard "Zarule". DM Notes: It was a fight between two wizards and a fighter. They had recently found (while exploring) a powerful magic item. The item was cursed, which turned one mage against the other two. One night while they were camping, he put up a Wall of Force in a dome just as the other mage was casting a Fireball. The snow fell on the Wall of Force and created the snow dome. Also hidden within the shelter the party will find a few provisions. These can be anything that will aid the party if they are stranded. Future Hooks: The Party might want to go after the other wizard to try to get the item. Or take revenge for the dead wizard and fighter. DIARY NOTES: The cold is killing us. If we had not found the "Tooth of Varlen" the other day I think I would have killed Jofa myself. Jofa is changing. He won’t let the tooth out of his hand and his eyes are falling into their sockets... Author: unknown Title: Stampede! Location: Plains/ Farmlands Recommended Levels: Any Overview: Buffalo's stampeding through the party. Trigger: Party can either be travelling or camping, and the Buffalo stampede path runs into the party! Description: Off in the distance you hear a low thunder! You look in the direction of the sound and you see a set of low clouds moving your way. [A few minutes later] As the thunder grows louder and the clouds move closer you see a small black object moving along the ground towards you! [Let party take action] As it moves even closer you notice that it’s not just one object, but rather a mass of objects (animals) running! Stampede! DM Notes: A villain started the stampede. He is charging the buffalo’s towards a local town. The party should have a few rounds to either try to get out of the way (not likely because they are running in a long line) or prepare for the charge. If the party is unprotected when the buffaloes arrive they will be trampled (15d6 damage). They party can try to divert the buffalo’s away by scaring them (casting spells in front of them will reduce the charging damage by 1d6 for each spell level cast eg: Fireball will reduce damage by 3d6 if cast before they reach party). For lower level parties just reduce the damage. Illusions may also work if used creatively. The stampeding buffalo’s will run past party in the direction of a town. Above the stampede (in the air) is a wizard that is herding the buffalo’s towards the town. He is behind the dust cloud and is hard to see (Even if they are looking up!). [If want to change buffalo’s to a more exotic creatures - go ahead] Future Hooks: This is a good feeder, in that if the party is heading towards the town that is in the path; then the town will be in ruins when the party finally reaches it. The townsfolk will try to hire the party to find out what caused the stampede. A few locals might have seen the wizard floating in the sky and then head off the way he came. Author: unknown Title: You met a what? Location: Any Recommended Levels: Any Overview: The party is travelling along a road/path when they meet up with a polymorphed dragon. Trigger: The dragon approaches the party. He is sitting along side the road that the party is travelling on. Description: While travelling along the road you see a lone figure sitting on a rock along side the road. As you approach you notice that its an old man. As you get even nearing he raises his head and looks your way. Beside him you notice a small sack and a staff lying on the ground. DM Notes: The old man is actually a polymorphed dragon. He has a lair not far from here and from time to time checks out his land. He does this by changing into a travelling man/women or animal and travels along the roads. If people are nice to him then he lets them go on their way, otherwise if they seem rude or hostile then he leaves the party and watches them from a distance. If they harm anyone then he will try to interfere. First he will try to do it without getting directly involved, but if that doesn't work then he may make an appearance (only if he knows he cant get killed). If they are nice to him then he will travel along the road with them for a day or two and then depart heading into the woods. Future Hooks: If the party is nice (or maybe just one or two of them) he could become an ally. He will not reveal himself to be a dragon, but as an old wizard. He may tell the party of a local area of trouble (orcs/raiders) or something where they could collect the treasure. Author: unknown Title: Green Metal Location: Large City (Planar Gates Recommended) Recommended Levels: 9+ Overview: Smuggling of stolen cargo into a different plane. Trigger: A group of smugglers (tieflings) see the PC's as they pass the alley and are afraid that they are the local police. Thus they drop the Box. If the PC's ignore it they come back in ten minutes and finish the move. Description: The PC's are walking past an alley when the see several figures down the alley moving a heavy box. The figures notice the PC's and drop the box and run! DM Notes: If the PCs explore the alley they will find that the box has broken open. The figures that were carrying the box are all gone. (Though they will soon return with a total of 8 men [appropriate level for a good fight] - They thought the PC's were town guards) Inside the box is a large quantity of rare ore known as green steel. Future Hooks: The PC’s are attacked by the demon or demon’s from which the steel was stolen. The steel is extremely strong and requires the hottest of forges to work the metal. They must search to find a blacksmith who can work the steel. Author: unknown Title: Free Scrap Metal Location: Forest Recommended Levels: Any Overview: During the night a meteor crashes down near the party. This hunk of space steel could be very valuable to the right buyer. Trigger: The PC's are camped out for the night in a forest not too far from a small city. Description: The watchman set up for the night sees a bright streak, like a falling star, but much, much brighter. Th star increase rapidly in size. The burning ball of inferno blasts over head. The ensuing roar and crash wakes the rest of the party. You guess that it must have landed close by. DM Notes: As the PC's approach the area where they think the meteor fell, they notice that there is a clearing up ahead. The impact of the meteor has destroyed a small chunk of the surrounding forest. When they reach the site, a deep voice says, "Hello there." It is only then that they notice a huge gold dragon surveying the impact as well. If the PC's attack, they may be in for some trouble - the dragon is huge and ancient. If the PC's talk, the dragon is polite. The dragon knows no more about the meteor than the PC's. The meteor is cool to the touch by the time the PC's arrive, despite its fiery journey. The meteor would bring a nice sum of money in the nearby city for its fine metal. The PC's should have no real way of carrying the meteor and no way of cutting it either. If they befriend the dragon and offer it a substantial reward, it could carry the meteor to the city. The meteor offers fine steel and may be used to make magical weapons and armor. The dragon will want at least half of the meteorite's value to carry it to the city. Future Hooks: The metal could turn out to be completely useless. The townsfolk would demand all of the money back and the PC’s would have to confront the dragon again. The player’s might develop a standing relationship with the gold dragon for future business deals. Author: Matt Carlson matthew@rainbow.uchicago.edu mcarlson@nmsu.edu Title: The Fishing Bear Location: Forest, River Recommended Levels: Depends on Beholder Type Overview: The drinking bear is a decoy for a beholder, which is waiting in hiding to ambush the party. Trigger: The group tries to cross the river, or is camping near the river. Description: Upon coming to the river you hear some splashing up stream. Turning you notice a bear rummaging in the water. It’s a large bear, but it’s currently between a few fallen logs. A large dirt mound is located on the far side of the bank. [If they move closer] It still hasn't noticed the party yet, and as you move closer you notice the smell of dead flesh! Looking about you see a pile of fish decaying away on the beach. DM Notes: The bear is actually dead, and is being animated by a beholder behi9nd the fallen logs. It is waiting for the party to get a little closer and then attack them from the side. It’s using its telekinesis to move the bear around in the water. The smell is actually the bear rotting away. Future Hooks: The beholder has a stash of treasure from other parties that have fallen to the trap hidden on the far side of the dirt mound. Inside a scroll tube is a map to the beholder’s clan. Author: unknown Title: Rat Infested Derelict Location: Swamp Recommended Levels: 3+ Overview: The party is travelling through a swamp when the come across an old ship stuck in the middle of the swamp. A group of wererats are using the ship as a home and want to keep it. Trigger: The party is walking through the swamp and hear noises from in the distance. Description: Wading through the swamp you suddenly stop. Listening closer you hear shouts, and cheers from deeper in the swamp. [As they get closer] As you approach the noises get louder and louder. You also notice that the water is getting deeper and deeper as you approach the noise. [In sight of the ship] As you pear through the mist you see what appears to be an old sailing ship. Yet you wonder how it ever got here in the middle of the swamp. The noises you can now hear clearly are the shouts of humanoids cheering on some type of competition. You also notice many small rats swimming around the water, and climbing trees, trying to get out of your way. DM Notes: The ship was teleported to the swamp by a desperate ship’s mage. On the far side on the ship is a large hole, which is partially closed with boards. The ship appeared in the swamp, many miles from the ocean. It was almost immediately attacked by wererats. Soon, the whole ship was infested. The noises are coming from the interior of the ship where a wrestling match is going on between a wererat and a werecrocodile (it was infested years ago in a match). All the inhabitants of the ship are currently at the match (set the number to appropriate size to put up a good fight against party - min 5 + croc). The main leader will flee if it gets too bad for his group. He mainly sits on a large stone throne in the ship. A stash of treasure is hidden deep in the bowels of the ship. Future Hooks: A player might become infected with lycanthropy spurring a quest to cure him. The ship might belong to a well-known city, which is offering rewards regarding its whereabouts. Author: unknown Title: Oh, How they Danced Location: Forest Recommended Levels: Any Overview: The PC's set up camp not far from a clearing. A wild dance begins in the clearing around midnight. Trigger: The PC's are camped out in a wood not far from a small meadow. Around midnight strange sounds are heard and a fire is lit in the clearing. Description: The party is awakened by an eerie music played not far away. As the PC's rouse themselves, they notice a bonfire has been lit in the nearby clearing. If the party listens carefully, they can just make out bits of a song - in goblin. DM Notes: As the PC's approach the area where the bonfire is they see about twenty goblins dancing around a fire pit heaped high with deadwood. The flames are reaching high into the air, and a loud, crackling can be heard as the wood burns. All of the goblins are colorfully painted and ornamented but otherwise naked, and bearing wineskins only. The goblins are actually not goblins, but followers of Eilistraee (or some similar god) wished into goblin form (even to the extent of speech). If the party parleys, there will be no response until the dance is over, an hour before dawn. If the party attacks all will flee. If the party waits, the goblins will leave once the dance is finished, unless approached. Those who speak goblin may learn what the goblins are and that a LN wizard wished the dancers into this form as punishment for their chaotic tendencies. Little save another wish can aid their plight. Future Hooks: The players might offer to hunt down the wizard or find a way to cure the goblins. The ‘goblins’ deity takes offense at the slaughter of its followers and sends someone after the players. Author: Matt Carlson matthew@rainbow.uchicago.edu mcarlson@nmsu.edu Title: Crashed, but not out! Location: Forest, Mountain Recommended Levels: Any Overview: An injured gold is found that has stolen a chest from a passing caravan. Trigger: While travelling in the mountains (preferably not on a popular road or path). Description: While travelling in the mountains you hear some noises off to your side. [A few seconds later] You hear the noises again. It seems to be coming from over behind some rocks. [If they investigate] You climb over a few large boulders and before you, you see in somewhat of a crumpled mess a small gold dragon. And it’s staring right at you! It apparently is a bit injured, because there is blood scattered about the rocks around it, and its far wing is bent over in a way that it should not be! Also several bolts and arrows are protruding from its scales! DM Notes: The dragon was recovering a chest that was stolen from its lair by an evil adventuring party. It was for the most part successful, in that it was able to recover the chest, but it was severely injured. It was able to fly away from the caravan, but crashed here in the mountains. The chest is beneath it. It can only use its mouth attack if the party stays in front, otherwise it can use its tail from behind (because its injured only give it 1/3 of its hit points). If the party kills it and searches under it they will find the chest. It has broken open and there are 250gp, 120pp, and 2 gems worth 100gp each. Also in another smaller chest is a crown worth 2500gp. A wand of magic missles with 5 charges) is hidden in the bottom of the chest! If for some chance they save the dragon, then it will gladly give the party the chest. Future Hooks: The party might be in need of a friendly dragon in the future. The evil adventuring party appears and attacks the players. The evil adventuring party tracks the dragons flight and finds the players foot prints. They then hunt the players for the treasure. Author: unknown Title: Crash Landing Location: Forest, Mountain Recommended Levels: 3+ Overview: An injured wyvern is found that has stolen a chest from a passing caravan. Trigger: While travelling in the mountains or forest. Description: While travelling down the path you hear some noises off to your side. [A few seconds later] You hear the noises again. It seems to be coming from over behind some rocks. [If they investigate] You climb over a few large boulders and before you, you see in somewhat of a crumpled mess, a small dragon. It is staring right at you! It apparently is a bit injured, because there is blood scattered about the rocks around it, and its far wing is bent over in a way that it should not be! Also several bolts and arrows are protruding from its scales! DM Notes: The wyvern (not dragon) had attacked a caravan that was passing a few miles away. It was for the most part successful, in that it grabbed a large chest off on of the wagons, but it was severely injured. It was able to fly away from the caravan, but crashed here in the mountains. The chest is beneath it. It can only use its mouth attack if the party stays in front, otherwise it can use its tail from behind (because its injured only give it 1/3 of its hit points). If the party kills it and search under it they will find the chest. It has broken open and there are 250gp, 120pp, and 2 gems worth 100gp each. Also in another smaller chest is a crown worth 2500gp. The crown has a sigil on it of a local noble. It was being given as a gift to another noble as a wedding dowry. If returned the local noble will be a good friend (future favors) and pay them 500gp total. If they try to sell it there is a 25% chance that it is recognized and they will be reported to the authorities as thieves! If for some chance they save the wyvern (It is a true neutral being) then it will gladly give the party the chest, and all, plus it will return back to its lair, and give them each a small magic item (wand [few charges], ring +1, sword +1, etc.). Future Hooks: They could be arrested as thieves. The wyvern’s mate will definitely want revenge against those who killed it. Author: unknown Title: Dissention in the Ranks Location: Forest Road Recommended Levels: 2+ Overview: Party comes across a humanoid mercenary band with racial problems. Trigger: The part is walking down the road when they here the sounds of a heated argument. Description: As you walk down the road, you faintly make out the sound of voices raised in argument. [Moving closer] The voices become clearer and you realize the are speaking orc and hobgoblin. As you approach a ned in the road [and perfect ambush site] you see 10 orcs facing off against 6 hobgoblins. They are all armed and seem to be arguing with each other. The site looks as if it were being prepared for an ambush. DM Notes: The hobgoblins and orcs are having some racial differences. They were suppose to set up this site for an ambush when the hobgoblins decided that the orc leader was not worthy of leadership. Things degenerated from there. The orcs and hobgoblins have a 10% chance per round of noticing the players. The players could retreat and move around the band or attack. Future Hooks: The group is only one part of a larger attack group that is operating in the area. Author: Venger venger@usol.com Title: A Butcher, a Baker, a Beer Maker? Location: Trade Road Recommended Levels: Any Overview: The party comes across a jovial band of merchants. Trigger: The party is hears the sounds of a small party further along the road. Description: As you walk down the road, you here a great boisterous laugh and the accompanying laughter of many individuals. Up ahead you see the glow a large fire. Three large carts a pulled into a circle a number of men surround the fire. A large keg of ale is tapped and hangs out from one cart, a pig is roasting on the fire and bushels of bread can be seen in the remaining cart. All individuals are drinking and eating merrily. They are more than happy to invite the players but will do little more than talk about the pleasures of good food and wine. DM Notes: A roaming leprechaun has cursed the entire caravan. They will remain gluttonous until the break of dawn at which time the will pass into unconsciousness from a night of revelry. The three caravan owners cheated the leprechaun at their last stop. He is walking amongst the group, invisible, stealing back the gold he lost gambling with them. He won’t target the PC’s for fear of being caught. An observant player has a 5% chance to notice that purses keep disappearing. The caravan will awake late the next day. If the players are still present they will be accused of being bandits. Future Hooks: The leprechaun could follow the players for amusement and steal their belongings. The players could talk themselves out of the accusation and offer to find out what caused their curse for a fee. Author: Venger venger@usol.com Title: Limping Limbs Location: Swamp, Forest Recommended Levels: 2-4 Overview: Players come across some trolls licking their wounds. Trigger: The players approach the scene of recent battle in the woods. Description: As you walk through the woods, you come across an area that looks as if its seen recent combat. A large scorch mark with three blackened bodies can be seen to one side. On the far right a quickly dug grave indicates that someone likely survived to bury the dead. A faint rustle in the shrubbery attracts your attention and several trolls, or what left of them, appear. DM Notes: The trolls have seen recent combat with another group of adventurers. Make sure you describe them as partial beings (no legs, missing arms, etc). The grave is a member of the other group who died in the battle all of his gear has been taken away. Future Hooks: The players could eventually meet the other party for a temporary alliance. The other party could be a short distance away needing the services of a healer (if one is in the group) to heal their wounds. Author: Venger venger@usol.com Title: Unfriendly Competition Location: Mountains Recommended Levels: 4+ Overview: The players have had the unfortunate chance of wandering into a throwing contest between a stone and hill giant. Trigger: The players are walking through foothills when a large stone crashes into the ground in front of them. Description: Walking through the foothills, you are suddenly aware of a faint whistle that rapidly increases in volume. A 3’ boulder slams into the ground about ten feet in front of you leaving a small crater. A second stone follows a few seconds later going slightly further than the one before. DM Notes: A hill giant and a stone giant have a friendly throwing competition going. They are completely unaware of the players. If the Players search for the source of the flying boulders, they will quickly find the two giants perched on a small ridge some 200 feet away. The players can either attack the giants or avoid them completely. Future Hooks: *** Author: Venger venger@usol.com Title: Unwelcome guests Location: Deep Forest Recommended Levels: Any Overview: The players intrude upon an elven homeland Trigger: The players are traveling through the deep woods and pass into a small clearing. Description: Walking through the deep forest, you come across a small circular clearing, a welcome change from the endless sea of trees through which you’ve been traveling. As you pass through the clearing, you find yourself surrounded by 20 elves armed with spears and bows. The apparent leader approaches you and speaks harshly in the elven tongue. DM Notes: The players have unknowingly traveled too close to a settlement of forest elves. They can only speak elven and are telling the players that they must not continue along their current path of travel. If someone in the group can understand the elf, they may parlay with him. The best the elf will concede to is to allow the players to travel around their territory (a 3-day delay). If no one speaks elven, the elves will use gestures and then force if the players don’t get the idea. Future Hooks: The players might find that the goal of their journey is within the elves territory and have to fight their way in and out. Author: Venger venger@usol.com Title: Frosty the Snowman. Location: Arctic Recommended Levels: 5+ Overview: The players come across a stray snow golem. Trigger: The players are traveling through and arctic region when they are suddenly attacked. Description: You are traveling across the frozen plains, small rolling hills prevent you from seeing far, but you have the sense of being a long way from civilization. With no warning, a fist sized ice-ball slams into your chest. Rising from the snow before you is a large man-shaped creature made of snow. DM Notes: The creature is a snow golem (make-up stats per your party) that has wandered away from its master’s abode. The snowman will attack with ice balls and its fist until killed or subdued. Future Hooks: If subdued, the players might find the wizard who created the golem, and receives a reward for its return. If the players destroy the creature, they may find an angry mage at their doorstep demanding compensation. Author: Venger venger@usol.com Title: Dragon Crossing Location: Forest Road Recommended Levels: Any Overview: The players have a unique encounter with a dragon. Trigger: The players are walking along a forest trail or road. Description: It has been an easy day of travel as you move along the road. With a flash of light, an oval portal appears on the right side of the road. A split second layer a second portal opens across the path about 15’ away. With a suddenness that catches your breath, a dragon’s head appears from the right portal and shoots across the road to the other portal followed by a long snake-like body. DM Notes: This is another one of those weird encounters to simply throw the players off balance. However, if they’re stupid enough to follow the thing through the gate then have fun. Future Hooks: None unless they decide to jump through the gate. At that point, anything’s game. Author: Venger venger@usol.com Title: Brotherly Love Location: Mountains Recommended Levels: Any Overview: Players meet some dwarven brothers with a few personality quirks. Trigger: The players are traveling through the mountains and are looking for a place to camp. Description: Off to the side of the trail you see a small camp and two dwarves talking animatedly to each other. The actions seem agitated and their booming voices are raised in anger. They pay no attention to the party until they are immediately in the camp. DM Notes: Stump and Grumble, the dwarves are brothers although they fight like cats and dogs. They’ll take up arms when the players enter camp. Stump will invite them to stay and Grumble will complain that he doesn’t want outsiders staying in the camp…you can see where this is leading. Needless to say, if the players stay it should be a very restless night. Future Hooks: If the party is all elven, the dwarves could attack on site and ask questions later. Author: Venger venger@usol.com Title: Dragon in Sheep’s Clothing Location: Forest, Mountains Recommended Levels: 10+ Overview: A red dragon is polymorphed as a gold dragon that is hurt. It is trying to lure the party close so it can attack by surprise! Trigger: The players are traveling through the mountains. Description: While travelling in the mountains you hear some noises off to your side. [A few seconds later] You hear the noises again. It seems to be coming from over behind some rocks. [If they investigate] You climb over a few large boulders and before you, you see in somewhat of a crumpled mess a small dragon. And it’s staring right at you! It apparently is a bit injured, because there is blood scattered about the rocks around it, and it’s far wing is bent over in a way that it should not be! Also several bolts and arrows are protruding from its scales! DM Notes: The dragon is actually polymorphed into a gold dragon that looks hurt, but is not. It wants to lure the party in to try to get a surprise attack on them. He is hoping to add their magic items to his hoard. Future Hooks: If the party manages to subdue the dragon he could offer to grant them an item to spare his life. If they follow him to his lair, they will be attacked by it’s mate. The players could kill the dragon and attempt to find it’s lair. The dragon could parley with the players and suggest he will let them live if the give up their most powerful magic item. Author: Unknown Title: Peaceful Interlude Location: Forest Recommended Levels: Any Overview: The players find a peaceful place to rest. Trigger: The players are traveling through the deep forest when they hear the faint sound of music. Description: As you scramble through the tangle of vines and undergrowth, you begin to hear the faint sound of music. [A few seconds later] The music seems to be getting louder. It is a nameless, tranquil melody. [If they investigate] You come into a small glade with a pool of crystal clear water. The pool is fed from a marble statue of a beautiful elven maiden located at the center of the pool. The plants and flowers here seem to glow with their own inner colors, the music seems to permeate the very air. DM Notes: The glade has been blessed by the elven gods and will protect all travels that rest here. Good aligned players will regenerate 1hp for every hour they spend in the glade. The water acts as a minor potion of healing and will heal 1 hp of damage per drink although it will only last for one day outside of the glade. The players should get the feeling of utter peace and serenity. Future Hooks: If the players desecrate the glade, they could be attacked by a group of rangers, druids or elven priests. The glade may be the entrance to an hidden elven nation. Author: Venger venger@usol.com _____________________________________________Random Encounters v0.1 -2-