The forests of the world take on a variety of personalities, from mysterious foreboding thickets of trees, to whimsical glades. They provide security and seclusion, but also hide threats and mysteries. People here tend to live in tightly knit communities, or completely in isolation. Towns often have walls to keep out danger, and most who live in seclusion prefer to stay that way. Many will spend most of their lives here, with families staying put for generations, making their living from work in orchards or in hunting game. Trade and industry will usually gather around mills or riverbanks. Anyone who ventures outside of the safety of the towns crosses into another world, where just about anything could be hiding among the trees.
## Weather
| 1d10 | Weather |
| ---- | ------------------------------------------------------------------------------------------------------------ |
| 1 | Moderate rainfall, drizzling through the canopy into a fine shower |
| 2 | Mild temperatures, with occasional gusts of cool wind that rustle the undergrowth |
| 3 | Dry weather accompanied by the crinkling of leaves, making hiding near impossible with the noise |
| 4 | The trees show full blooms in spring and summer, vibrant colours in autumn, and skeletal branches in winter |
| 5 | Winds causing a loud flurry of leaves overhead, yet the gale never reaches the party below the canopy |
| 6 | Pleasant temperatures, the canopy protecting the travellers from the heat |
| 7 | Airless days where nary a breeze penetrates the thick tree cover, leaving the forest eerily still and silent |
| 8 | Fat droplets of rain trickling down from the canopy, rainwater gathering on each leaf before dropping |
| 9 | Biting cold as the wind slices through the boughs of the trees, bringing chattering teeth |
| 10 | Calm breezes as the sun breaks through the tree line in beautiful columns of golden light |
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## Flora and Fauna
| 1d10 | Flora and Fauna |
| ---- | ------------------------------------------------------------------------------------------------------------- |
| 1 | Deciduous trees of maple and oak, whose leaves change according to the seasons |
| 2 | Deer and elk prancing over roots and between trees, quick to flee at the slightest sense of danger |
| 3 | The scurrying of racoons, possums, and porcupines; animals who hide between trees and under leaves |
| 4 | Kingdoms of insects only visible when one stops to look: beetles, centipedes, worms, slugs, and ants |
| 5 | Dangerous beasts such as mountain lions, wild boars, bears, Dire Wolves and Blink Dogs |
| 6 | Life suited to the layers of the forest: the sunlit canopy, the leafy understory, and the gloomy forest floor |
| 7 | Sneering Green Dragons who revel in stalking their prey, savoring the terror as people lose their way |
| 8 | Where sunlight fails to reach, fungi thrive on the forest floor, feeding on decaying plants and animals |
| 9 | A plethora of edible plants, such as asparagus, chickweed, mint, wood sorrel, chicory and berry bushes |
| 10 | Giant Owls silently gliding from branch to branch, keeping a close eye on those who cross their realm |
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## Local Inhabitants
| 1d9 | Local Inhabitants |
| --- | ---------------------------------------------------------------------------------------------- |
| 1 | Myconids thriving on the decaying leaves and detritus of the forest floor |
| 2 | Sacred groves attended to by worshippers of old gods, pristinely maintained by the devout |
| 3 | Green Hags relishing in the tragedy of wanderers who fall for their wicked wiles |
| 4 | Rangers and Druids seeking harmony between people and nature |
| 5 | Watchtowers manned by wardens high above the canopy, maintaining a connection between kingdoms |
| 6 | Alchemists wandering the woods seeking ingredients for their concoctions |
| 7 | Campers enjoying the tranquillity afforded by woodlands and their distance from civilisation |
| 8 | Lumberjacks chopping down trees for timber and firewood |
| 9 | Dryads flitting between trees, tempting those who wish to become lost in nature |
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## Points of Interest
| 1d9 | Points of Interest |
| --- | ------------------------------------------------------------------------------------------------------- |
| 1 | Forest fires ignited by lightning or magic, spreading rapidly from tree to tree |
| 2 | Soft and bouncy ground, as decaying leaves and pine needles squelch underfoot |
| 3 | Huge swathes of felled trees, industrialisation fighting against ancient nature |
| 4 | Intricate gaps in the leaves where the trees do not touch, a phenomenon known as ‘crown shyness’ |
| 5 | Giant root systems of enormous trees, enough space between them for a Halfling to carve a home |
| 6 | Lone cabins in the woods, inhabited by hermits or those seeking a quiet life away from civilisation |
| 7 | Babbling brooks and languid rivers, overhung by branches and traversed by experienced sailors |
| 8 | The sounds of life within the forest: creaking trees, busy woodpeckers, yelping frogs, and hooting owls |
| 9 | Dappled groves where druidic shrines are found; a place for quiet reflection |
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## Possible Journeys
| | Possible Journeys |
| --- | --------------------------------------------------------------------------------------------------------- |
| 1 | A skilled group of Elven warriors live in the woods and the party want recruit them to help defend a town |
| 2 | Freeing the duke from a hypnotic Green Dragon who is collecting the taxes of his fiefdom in gold coins |
| 3 | Negotiating the removal of a curse by a coven of Green Hags who have blighted an ally of the party |
| 4 | A druidic conclave meet at the centre of the woods — the party will ask them to remove a curse |
| 5 | Rescuing the child of a blacksmith who was kidnapped by Goblins and taken to their hideout |
| 6 | Reach an agreement with the cult of a forest spirit who wish to engulf nearby villages in choking vines |
| 7 | Hunting for a rare strain of mushrooms, a vital component in a hermit Wizard’s potion |
| 8 | Escorting Halfling traders who are taking a shortcut through the forest to get ahead of their competitors |
| 9 | A cursed item that the party has cannot be destroyed, and must be hidden deep within the woods. |
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# A Chance Meeting
Player Desc: [[A Chance Meeting]]
DM Details: [[Encounter Types#A Chance Meeting]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Result |
| ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Keep off the grass:** A group of Sprites meet with the party, their leader explaining that they wish to escort them quickly through the woods so that they don’t disturb the forest any more than they already have. They berate the party over the many seemingly minor transgressions the party has committed against nature: startling the birds, scaring away the herbivores, and disturbing the flowers. |
| 2 | **Green Party:** A singing Satyr has set up a long table in the middle of a glade. Lying next to it are his current party guests: the forest’s many plant eaters. The Satyr gladly welcomes these new guests to join the party and partake of the feast, though they may not find leaves and grass to be all that palatable. |
| 3 | **Stolen Name:** A female Half-Elf approaches the party, demanding to know if they know who she is. Rather than hubris, she asks out of genuine confusion, not knowing her own name after an encounter with a Fey while she was out cutting wood. |
| 4 | **The Floor is Lava:** A cry of alarm comes from above the party. Rather than an ambush or attack, they can see the shocked expressions of a group of Forest Elves hiding in the treetops. They express their concern and amazement that the party is able to survive on the ground, having always believed it to be deadly. |
| 5 | **Barking Up the Wrong Tree:** A Dryad is having an argument of some sort with a tree. She will only half explain what is going on, throwing snarky remarks at the tree all the while, but as the party cannot innately hear what the tree is saying, her ravings tell only her side of the story. |
| 6 | **Friendly Flowers:** Walking through a flower filled glade, a voice calls out in greeting, though its source is nowhere to be seen. After brief confusion, it appears to come from a small group of flowers underfoot. Rooted to the ground as they are, the talking flowers know much about the immediate area, though little beyond it. |
| 7 | **Bardic Pride:** A fellow traveller greets the party: a wandering Bard who seems rough around the edges, their clothes dirty and torn in places, though they are in good spirits. Though the Bard is extremely lost, their pride stops them from admitting so, leading to many dismissed questions and false confidence. |
| 8 | **The Defender:** A bloodied and beaten Half-Elf Ranger approaches the party just as they’re settling down to camp. She claims to have stalked and destroyed a great evil in the forest, but she is very reluctant to talk about it, attempting to dissuade them from travelling where she has been. |
| 9 | **The Lost Ring:** A band of Halflings are busy arguing with each other over who lost a valuable ring. Some of them are pulling up shrubs while others are digging in the grass looking for it. They are very concerned and they demand that the party stop and help, lest they accidentally pick it up. |
| 10 | **Secret Source:** A Dwarven alchemist kneels over a small pond around a standing stone, collecting samples of water in glass vials. They claim the pond is blessed with healing properties, and intend to use this as a secret ingredient for their latest intoxicating brew. If the party promises to keep it a secret, the alchemist vows to send them a keg of the first batch. |
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# Hidden Reserves
Player Desc: [[Hidden Reserves]]
DM Details: [[Encounter Types#Hidden Reserves]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Result |
| ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **The Bare Necessities:** A passing Halfling Druid offers to teach the party how to forage for food in the woods without disturbing the delicate balance of the forest. While the supplies can be invaluable, the knowledge the party gains can help them to avoid upsetting other, less benevolent forest creatures. |
| 2 | **A Helpful Warning:** A circle of large standing stones surrounds a central stone laden with meat and berries. Looking over the area, the characters will find writing that has been drawn on the stone, marking out the words ‘Take it, and begone.’ |
| 3 | **Teasing Orchard:** A lush orchard of apple trees dominates this area of the forest, yet very few apples litter the ground, dropping only when they are just right. If someone reaches up to take another apple, the branch whips away, pulling its delicious fruit just out of arm's reach. |
| 4 | **Carrion Cave:** An opening in a cliff face reveals a large cavern inhabited by Dire Wolves. Luckily, they don’t seem to be around right now, but their recent prey lies unprotected inside. If the party is quick, they could gather up a large amount of fresh meat and make their escape. |
| 5 | **Witches Brew:** Standing alone in the middle of a clearing sits a large iron cauldron, blackened, and with a dying fire underneath it. The cauldron sits unattended, though bowls are left nearby. A cautionary sniff reveals that what’s been brewing here is soup, and a rather tasty one! Looking around the area, one can find a message left for the party carved into a tree, ‘Granny is always watching.’ |
| 6 | **Buried Stash:** While exploring, the Quartermaster notices a suspicious patch of leaves that doesn’t blend in with the surrounding area. Investigating them will reveal that someone or something placed this covering over a hidden cache of a startling variety of mushrooms. None of them are poisonous or harmful, though some may have amusing side effects. |
| 7 | **Guarded Treasure:** Sitting in a small clearing surrounded by large mushrooms sits a chest, old and worn. There is a small path free of the mushrooms that leads to the chest, though if the party approaches, the mushrooms reveal themselves as Shriekers, sounding an alarm. The chest contains helpful supplies, as well as 1d8 × 10 gp. |
| 8 | **A Treasure Map:** The party finds a bottle with a message inside it, describing how someone has buried thrice their weight in treasure within this forest for the worthy to find, and warning those who travel it that there are great beasts and thousands of steps to take. However, following the map, the largest threat along the way is simply a few wolves, and they really don’t have to travel far. The “vast treasure” is contained in a rather small chest, consisting of a small number of valuables and some armour fit for a pixie. |
| 9 | **Adventurers’ Camp:** The party discovers a campsite that was recently made by another party of adventurers. The adventures are gone, but their tents, supplies, and even some treasure and magic items remain, along with some clearly agitated pack animals. Where the adventurers have gone, and whether they will return, is a mystery. |
| 10 | **Grave Robbing:** A Hobgoblin band lies dead just off the path, all having succumbed to their wounds. They have a plethora of equipment, both their own and what they purloined before beating their hasty, and ultimately futile, retreat, giving the adventurers a chance to pick them clean. Some of the items that the Hobgoblins stole may still be of interest to those who dealt the killing blows. |
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# A Bump in the Road
Player Desc: [[A Bump in the Road]]
DM Details: [[Encounter Types#A Bump in the Road]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Result |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Fungal Forest:** The plant life shifts in this area of the forest, grand trees giving way to a vast expanse of mushrooms. Only once the party disturbs one of the mushrooms do they react to the party’s presence, shaking violently and expelling a variety of spores into the air. Once these spores are felt by the other mushrooms, they too release their spores, and the area quickly becomes a deadly trap. |
| 2 | **We Can’t Go Over It:** A ravine marks the only path forward without taking a long detour, but as the party descends, the path becomes increasingly blocked and marred by thickets of brambles and thorns that block the way. Taking it slow to clear them will hamper the journey, but moving through the brambles will harm the party. |
| 3 | **Uprooted:** A storm has ravaged the area, uprooting the mighty trees that made their homes here. The mess of fallen trees and their uprooted networks of roots have made the area difficult to traverse, but should enemies strike, the area will be both defensible and combustible. |
| 4 | **Mysterious Pathway:** The path the party follows suddenly breaks into a fork, with the well- trodden route continuing their intended path, and a far less travelled path not marked by any guides or maps the party may have. The new branch of the road is overgrown with plant life but is still identifiable as a route that people once travelled. |
| 5 | **Fanged Path:** A Dire Wolf is insistently remaining on a bridge over a river within the forest. The animal does not make any hostile actions unless the party approaches it, and then it will attempt to scare them off. Its behaviour is unusual for a reason, as its pup has gotten its paw stuck in the bridge and cannot get it out, leaving the animal scared and confused. |
| 6 | **Conservation Conflict:** A long-held dispute between two bands of Rangers and Druids over their ideals and methods of protecting the forest has escalated into open conflict with skirmishes ravaging the thing they vowed to protect. Both sides of this conflict will distrust the PCs and only a Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion\|Persuasion]]) check can try to convince them that the party is unbiased in this war. |
| 7 | **Forest Fire:** A section of the forest has caught fire, making the way ahead dangerous. Should they attempt to power through or fight the fire, the smoke and heat can harm them. Alternatively retreating and waiting the fire out would be safer, but if the inferno grows too strong, it may devastate the entire forest and threaten them anyway. Whether they choose to fight it or ignore it, the protectors of nature will know. |
| 8 | **Abandoned Traps:** A band of hunters once stalked this area long ago, and though what happened to them is a mystery, their traps remain, the ravages of nature and time rusting them, making diseases a danger should there be a misstep. Bear traps, pitfalls, and snares are all possible dangers, as well as more inventive magical traps. |
| 9 | **Ants in the Pants:** Stopping for a spot of lunch, the Quartermaster lays out a lavish feast hoping to invigorate the weary party. The second a crumb falls to the forest floor, however, a nest of ants evacuate their burrow to scavenge any food they can find, necessitating a Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Acrobatics\|Acrobatics]]) or Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) check to escape the scurrying insects. On a failed roll, the Quartermaster loses 1 Supply Die. |
| 10 | **Missing Path:** While the map clearly shows a path through this part of the forest, there are no markers to show its presence. Worse, the foliage and terrain are completely different than what was expected, leaving no room for a possible path. A Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check is necessary to guide the party through rough terrain until the path resumes. |
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# Needing Assistance
Player Desc: [[Needing Assistance]]
DM Details: [[Encounter Types#Needing Assistance]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **All Wrapped Up:** A quintet of Gnomes dangle helplessly high in the forest boughs, wrapped up to their necks in webs spun by Giant Spiders. The party can rescue the Gnomes with a group Strength ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Acrobatics\|Acrobatics]]) check to climb up, cut them loose, and lower them to the ground safely, though surely the spiders will return to feed soon. |
| 2 | **Barking Up the Wrong Tree:** An explorer has become lost, leaving behind a series of notes carved into tree trunks throughout the dense forest. The messages are each dated no more than two days ago, indicating where the explorer was heading next. A group Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation\|Investigation]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check allows the party to follow the clues to find the explorer. |
| 3 | **Puddle Trouble:** After fresh rain, the party hears cries for help nearby. Looking underfoot reveals that a few travellers are trapped within puddles, as if caught in a mirror image. An Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Arcana\|Arcana]]) check will determine how to free them, but there is a complication. The trapped victims aren’t alone, and their predator stands a chance of being freed as well. |
| 4 | **Under Siege:** Cries for help lead the party towards a carriage beset upon by hungry Tigers (or any great cat not native to the area). An Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) check confirms that they are not local. In addition to helping the travellers from becoming a great cat’s dinner, the party must now worry over what other non-native dangers lurk nearby. |
| 5 | **Wood For the Trees:** The sound of crying leads the party to a young Druid. His mentor is gravely ill and he has been unable to find a rare healing herb needed to save him. With a successful group Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception\|Perception]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check, the party locates the herb and the Druid rewards them with whatever potions he has in his bag. |
| 6 | **The Silent Circle:** A soft humming sound leads the party to a clearing where several people hover in mid air, slowly circling a sphere of brambles glowing with green light. Their faces are blank but the party can make a group Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion\|Persuasion]]) check to break them out of their trance and claim a green *Elemental Gem*. |
| 7 | **Motherly Instincts:** Tracks and blood lead the party to a wounded Dire Wolf that has fought off opportunistic predators to protect its cubs. Mistrust and fear make it hostile to the party, but without a successful group Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Animal Handling\|Animal Handling]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine\|Medicine]]) check, it will surely perish from its injuries within the hour, leaving its cubs alone to fend for themselves. |
| 8 | **Slow and Steady:** A family of Tieflings have taken a dubious shortcut through the forest in order to avoid being late to a wedding. Unfortunately, the father tripped over a gnarled root, breaking his leg and slowing them down considerably. A group Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine\|Medicine]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check can help him get back on his feet, with a makeshift splint and crutch. |
| 9 | **Hallowed Hollow:** A frantically upset Gnome shouts requests for help from the party, as their home within the hollow of a large tree is collapsing inward and has made getting their most prized belongings out almost impossible for them. A group Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Sleight of Hand\|Sleight of Hand]]) check can nab a few items out before its collapse. |
| 10 | **Itsy Bitsy Wyrmling:** Angry roaring and childish cursing lead the party to find a Green Dragon Wyrmling that has gotten themselves trapped within the web of a Drider, panicked and afraid. Helping them may prove difficult, and their noise may be a dinner bell for the Drider that made the web. |
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# Danger Afoot
Player Desc: [[Danger Afoot]]
DM Details: [[Encounter Types#Danger Afoot]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Predator and Prey:** A band of Bugbears hide behind trees lining the path, waiting to ambush the party. Unfortunately for them, they’ve chosen a couple of Treants to hide behind, which ruins their surprise when the Treants start eating them. When the chaos kicks off the party must choose whether to get involved or flee. |
| 2 | **Web Warning:** The party enters a part of the forest covered in webbing. This is the domain of a colony of Giant Spiders who use their webs to guide their prey into a position where they can be safely cocooned, stored, and eaten. Unfortunately, by the time the party realises just what they are walking into, it may be too late. |
| 3 | **Bait and Switch:** Two roads diverged in the woods. One conceals a number of traps set up to catch humanoids. The other leads towards a Brown Bear den. A band of Scouts lay in wait to pick through the remains of any travellers through their woods, willing to finish the job themselves if they have to. |
| 4 | **Honey Trap:** Following a sweet scent, the party discovers an overturned carriage. Loud buzzing can be heard, and a few bees can be seen flying around the carriage. Swarms of (Flying) Insects are inside, feeding on broken jars of honey, becoming aggressive in protection of their food. Should the party linger, the honey may attract Black Bears as well. |
| 5 | **Ring a Roses:** Enticing music drifts through the forest and the party observes a group of Dryads performing a dancing ritual. They regard anyone who steps within the ritual grove as a sacrifice to appease the forest and root them to the ground or charm them so they cannot escape before bludgeoning them with ritual clubs grown from their trees. |
| 6 | **Woodland Friends:** A group of Giant Badgers and a Giant Boar are stalking the party from the undergrowth. A successful Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check identifies that the animals are acting strangely: a Druid is directing them to herd the party away from a sacred location in the woods and if the party decides to investigate anyway, the animals attack. |
| 7 | **Childhood Trauma:** A young Half-Orc weeps amongst the trees, exhausted from chasing a mysterious group who swept into town and kidnapped only his mother. A group of Berserkers remain in the woods, though the main culprits have dashed away on horseback. Despite his weariness, the child demands to be a part of the fight, swearing vengeance. |
| 8 | **Forbidden Glade:** A beautiful clearing in the deep woods is surrounded by sigils and warnings which indicate that trespassers are strictly prohibited. Parties that ignore the warnings will swiftly be set upon by a band of haughty High Elves who claim that the glade belongs to their people. They ignore excuses and will attack without mercy if intruders refuse to leave immediately. |
| 9 | **Why Do It Yourself:** A band of Halflings (use the statistics of Spy) have set up a series of traps through a section of the forest. They hide in the trees, hoping their contraptions will do all the work and then they can loot the corpses after. If the rope traps, pitfalls, and log swings prove unsuccessful then the Halflings will ambush the party themselves. |
| 10 | **Home Intruders:** At the bottom of a forest gorge, cave openings line the cliff sides with trodden pathways of grass running between them. A successful Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check will recognise the tracks of Ogres, making this gorge their home. A hungry growl rumbles from the caves, growing louder as the inhabitants creep closer. |
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# Natural Wonders
Player Desc: [[Natural Wonders]]
DM Details: [[Encounter Types#Natural Wonders]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Elemental Spire:** A single enormous tree rises far above the forest, scraping the sky with its branches. An inexplicable waterfall cascades down one side, splashing into a small lake at the roots of the tree. The water is crystal clear and steaming hot, suggesting an unusual confluence of elemental magic at work somewhere within the tree’s branches. |
| 2 | **The Angry Sky’s Scar:** A blasted stump surrounded by charred fragments of bark marks the site of a lightning strike. The surrounding trees are little more than charcoal sticks, leaving a blackened scar amidst the rest of the verdant forest. The acrid scent of smoke still hangs on the wind, reminding the party of the awesome power of nature. |
| 3 | **Silver Lake:** The party comes upon a small ridge and a clearing beyond that is set in a rough circular pattern. This crater has a pool inside, but, while it appears to be water, there are no reflections, nor are there any fish or other creatures inside. For those who’d hoped for drinking water, this is an unsettling and unwelcome find. |
| 4 | **The Patch:** Deep within the forest, there is a small section, perhaps only a mile in diameter, that is unlike the rest. The flora and fauna are different, representative of another place. Even the weather is different. The unnaturalness plays with the party’s thoughts, giving them a sense of unease. |
| 5 | **Parliament of Fowl:** Discordant chirping greets the party as they see tall, ancient trees filled with birds of all kinds. They twitter and caw as though in the middle of a heated argument, but fall utterly silent as the party approaches. If the party tries to speak to them, they all fly away in a great gust of feathers. |
| 6 | **Land Before Time:** In a calm and sunlit grove, time seems to while away more slowly and it is tempting to sit and rest for a spell. The shadows do not make sense for where the sun sits in the sky and as animals pass through the grove, they seem to evolve backwards into earlier, more primal forms... |
| 7 | **The Scaled Hill:** The party sees a strange hill of fungus in the middle of the forest with the bony remains of a Green Dragon’s wings protruding from it. For a low-level party, this is a dire warning that the dangers in this part of the forest are formidable, while others may start digging in the hopes of uncovering valuable dragon scales. |
| 8 | **The Tree Bridge:** The party comes to a gorge within the forest, but two enormous trees from either side have grown into each other, forming an easily passable bridge. The beauty and care, especially to the trees’ health, put into its design must be the result of ancient magic and anyone who traverses the bridge feels calmness and reinvigoration. |
| 9 | **Druid’s Grave:** At the centre of a small clearing lies a tree as white as polished ivory, surrounded by a bed of bright and fragrant flowers. The trees around the clearing bear fruit that tastes pleasantly sweet. Faintly in the bark of the ivory tree, a face can be seen with eyes closed in a peaceful slumber. |
| 10 | **Rooted Guardian:** A shouting voice ahead warns the party to leave, or suffer its wrath. Following the voice, a Stone Golem can be found, repeating empty threats as it struggles to move. A tree has grown around it, roots pinning the golem’s legs. Annoyed by the disturbance, the tree uproots itself, revealing it to be a Treant as it wanders away with the golem. |
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# Monster Hunt
Player Desc: [[Monster Hunt]]
DM Details: [[Encounter Types#Monster Hunt]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Unquenched Hunger:** The party discovers several slaughtered deer along a forest path. These deer are mauled, but surprisingly not missing big chunks. A Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine\|Medicine]]) check reveals that the deer were sick, which means whatever killed them couldn’t eat their flesh. There is a Saber-toothed Tiger about, and it is still very hungry. |
| 2 | **Angry Tree:** Recent logging in the area has caused a Treant to snap, killing anyone with a weapon that enters the forest. The party becomes aware of its actions when coming across loggers that have been stomped to death. Unfortunately, the treant can’t tell the loggers from adventurers and if the party remains then they’ll become a target. |
| 3 | **Suddenly Hunted:** The party is camping for the night when a horde of Giant Rats scamper through the camp. These rats aren’t interested in feeding, though. A Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception\|Perception]]) check reveals that they are running from a pack of Gnoll hunters who would happily trade hunting rats for hunting humanoids! |
| 4 | **Maze Trap:** In a dense part of the forest the party is attacked by a group of Ettercaps. They hunt from a distance at first, creating a maze of webbing to trap moving prey. Not only does the area become Difficult Terrain, but party members must make appropriate Wisdom (Perception) checks or risk getting caught in the webs. |
| 5 | **Dangerous Shrubbery:** The air stinks of rot and the flora nearby is malnourished: a wide trail of brackish water and slimy plant matter indicates that a Shambling Mound has been through here. Caught up in its vile mass are the remains of animals and travellers that crossed its path, their possessions still embedded within it. |
| 6 | **Beware the Bull:** An echoing bellow and the thunder of hooves gives warning that this is the domain of a large creature. The trail of smashed trees, deep cloven hoof prints and petrified plant matter leads to an enraged Gorgon, whose heavy metal plates could make fine armour or could be sold to a blacksmith for a good price. |
| 7 | **Hoo-hoooaar!:** The party enters a stretch of woods lacking any other animals, where the trees have all clearly been heavily mauled. An Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) check reveals these are the distinct markings of a very large Owlbear sharpening their claws. Owlbear talons and beaks are worth quite a bit, but claiming them is a dangerous undertaking. |
| 8 | **Lingering Ice:** The party encounters a portion of the forest where the chill of winter remains and large patches of snow have failed to melt. If they choose to press on, they will soon be hunted by a Winter Wolf pack that lurks in the area. Dangerous and cunning beasts, their snowy-white pelts are highly valued by traders. |
| 9 | **Hectic Hog:** Loud snorting and rustling leads the party to a Giant Boar that is digging through the forest floor. It has eaten some magical fungi, giving it the ability to cast Misty Step once per turn. The hole it digs holds an unusually large truffle the size of a boulder, while the beast’s tusks would also fetch a high price. |
| 10 | **Did We Shrink?:** Flora in this section of the forest grow much larger than elsewhere, flowers and mushrooms towering over the party. This growth has gifted the insects too, as giant ants (use the statistics of an Ankheg) burst out of a large mound ahead. Clearing out this nest and descending inside leads to a horde of artefacts collected from the area. |
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# A Place to Rest
Player Desc: [[A Place to Rest]]
DM Details: [[Encounter Types#A Place to Rest]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Treetop Village:** As nightfall approaches the party is hailed by Halflings that live high in the trees. They’ve built treehouses and rope bridges among them and have several means of protection against creatures that attack from below. They offer room and board to the party in return for stories of their travels and adventures. |
| 2 | **Waterfall Cave:** The party encounters a large waterfall that forms a pool in the forest. Behind the waterfall is a natural overhang that provides a good place to shelter for the night, as it is easily defensible and protected from the elements. Etchings are carved into the walls, perhaps offering clues to a nearby hidden treasure. |
| 3 | **Remnants:** An Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation\|Investigation]]) check reveals a hidden cabin in the woods, which is little more than a dug-out room with a small chimney and a camouflaged roof above it. While there is nothing inherently dangerous about the makeshift shelter, it does suggest that someone else has recently travelled this way. A Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival\|Survival]]) check reveals their species and the disturbing fact that they had a captive. |
| 4 | **Small Comfort:** As a storm brews, the party is approached by a tiny fey that offers them shelter. The catch is that the party must shrink themselves to take advantage of the offer, but the fey have the means. If the party agrees, then they spend the night with a unique perspective of the forest. |
| 5 | **Night Watch:** A raised watchtower set up for seasonal use by a society of nomadic hunters contains a shrine to a forest spirit they pay homage to. There are packs and bedrolls tucked away from recent inhabitants, but the hunters seem to have been interrupted on their way back, as they have not returned. |
| 6 | **Snail's Tail:** A giant, empty snail's shell the size of a small room provides a cosy shelter. The pearlescent inner surface is covered with writing and drawings from past travellers who have spent the night here. One says ‘Beware the voice in the night. It is not who it claims to be!’ |
| 7 | **Seven Dwarves:** An empty cabin is found in a woodland clearing, the inside piled high with clutter and covered in soot. Seven small beds line the upstairs room, each inscribed with the name of a school of magic at its foot. After a harrowing trek through the forests, these dwarven sized beds look very comfy... perhaps a quick clean first, though. |
| 8 | **Mush-Roomy:** The largest toadstool the party has ever seen rises from the forest floor before them. A village of Goblins has made the giant mushroom their home and soon send guards out to discern the party’s intentions. If the party agrees to peace-bind their weapons, and provide some entertainment, they are welcomed to spend the night. |
| 9 | **Unstaffed:** The sounds of cracking wood leaves the party sure there is a fight up ahead. Upon investigating, they discover a teenage girl armed with a wooden staff, practising against logs and sticks hanging from the trees. She has lived alone in the woods for a year, and is preparing to fight those who destroyed her village. Her sheltered and well stocked camp is nearby. |
| 10 | **Hunter’s Cabin:** There is a cosy log cabin sequestered away in the forest. It is lavishly, though gruesomely, decorated with many animal pelts and taxidermied creatures stare out from the walls with glassy eyes. |
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# Old Memories
Player Desc: [[Old Memories]]
DM Details: [[Encounter Types#Old Memories]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Pristine Circle:** A low circle of rough-hewn stones, clearly non-native to the surrounding forest, stands beneath the shade of the canopy. Not a single fallen leaf appears within the immaculately clean circle, nor has anything spoiled the lavish spread of tea and cakes laid out on the central slab. The thick feeling of ancient magic hangs heavily over the scene. |
| 2 | **Silent Assembly:** Humanoid statues formed from gnarled wood and living ivy stand gathered in a clearing beneath the bright sun. Clearing away the vines reveals Elven features and determined faces immortalised in wood. They do not appear carved, but rather grown or transformed. One statue holds a spear aloft, the sharp stone head gleaming white, its haft weathered and split. |
| 3 | **Displaced Ruins:** The party comes upon ancient ‘stone’ ruins deep in the forest. An Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature\|Nature]]) check, however, reveals that these ruins are not stone but coral. Deep in the past, this land was underwater and home to a grand civilization. Some ruins may be traversed, but they lack stairs and often have ceiling entrances. |
| 4 | **Who Came First?:** An overgrown swamp lies before the party, with many old statues and columns sunk in its depths. It presumes an ancient culture, but a character fluent in the Orc tongue realises that this was once an Orc civilisation. Buried arms and armour indicate a style very different from the modern cultures nearby. |
| 5 | **Hand Over Hand:** A sheer cliffside has handholds, runes, and mighty beasts carved into it, the designs taken from the surrounding area. Was this a training wall, a playground, or a religious site? Tucked into cubbies in the wall are keepsakes from those who loved and treasured this place, such as animal claws, ancient hammered coins, and beautifully-decorated beads. |
| 6 | **House of Healing:** A collection of tumble-down buildings in a sheltered valley appear to be an old healers' station, from what remains of the furniture. The shelves are stacked with healers' tools, herbs crumbling away at a touch and dusty bottles containing murky liquids. Some of the varnished bark scrolls with instructions which hang on the walls have survived intact. |
| 7 | **Overgrown Circle:** The party encounters several large stones buried among the brush and sprouting trees. The stones form a rough circle and was once a sacred place for a vanished Druidic culture. If the party takes the time to clear out the old circle, they receive a blessing from the “slumbering god” who is overjoyed at having new worshippers after so long. |
| 8 | **Petrified Forest:** The party steps into a grove of petrified trees. The trees are actually Treants that were turned to stone during a battle with a Gorgon, so many trees look distressed and contorted in strange ways. Should the Treants be returned to life they are very thankful and may have old information that is still useful in the present day. |
| 9 | **Bridge to Nowhere:** An ancient span stretches part way across a gorge that has long since been filled in, with a mere trickle of water now running below it. The bridge was carved from the bones of some great creature and what remains is still impressively sturdy. |
| 10 | **Fruit of War:** Faint remains of an Elven settlement lie half-buried and covered in moss. At the centre of a forgotten courtyard stands a large tree, swords and arrows hanging from its bowed branches. These weapons seem sharp and capable despite being made from wood. |
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# A Dark Place
Player Desc: [[A Dark Place]]
DM Details: [[Encounter Types#A Dark Place]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Flippant Fungus:** A once peaceful grove where Gnomes buried their dead has been infested with fast growing fungus. These mushrooms have burst from beneath the ground, uprooting dozens of coffins and splaying their former residents on the forest floor, where more fungi have grown upon them. The stench is unbearable. |
| 2 | **Warning Remains:** The forest’s trees become littered with the skulls of animals, deer, and other antler bearing creatures, crudely nailed to the trees with sharpened iron spikes in a clear desecration of nature. |
| 3 | **Human Effigy:** A wicker-work statue in the shape of a Human stands a dozen feet tall. Its hollow chest is lined with thorns, and contains the remains of what may have been a prisoner or sacrifice. The sounds of manic laughter is carried on the wind, though there is no visible source for the sound. |
| 4 | **Blood from Stone:** A circle of towering carved stones surrounds a central monolith, each stone stained with crimson markings of strange design. A sharp cursed dagger lies driven into a crack in the central table, and fresh blood oozes from the wound within the rock. |
| 5 | **Eerie Quiet:** The lively sounds of the forest suddenly die out, leaving nothing but an ominous deafening silence surrounding the party. They are still able to speak, though may be too afraid or shocked to do so. The sounds of the forest will not return until the party has left the area, or dealt with what has caused the sudden silence. |
| 6 | **Devastation:** A massive section of forest has been burned to the ground here, leaving a large clearing of burned out stumps. The scale of the destruction is heart wrenching to those who care for nature, while the more cynical will be concerned with the lack of chances to resupply while moving through this region. |
| 7 | **Muck and Mire:** Within a boggy region of the forest, the recent movements of the earth have caused the long buried ruins of a village to re-emerge, along with the naturally mummified bodies of the villagers, exposed to the air once again. Investigation reveals that however the village and its residents ended up here, it was not natural. |
| 8 | **Grim Grotto:** This tree’s knots have warped into scowling faces, the branches grasping, and the vines threatening to tangle like a noose. A foul druidic magic has encouraged this grotto to claim the lives of any who enter, and the tangled bodies proved it has succeeded more than once. |
| 9 | **Bog Bodies:** The collected corpses of a whole village were buried in a bog here. Movement in the earth has unsettled these peat mummies, and the dead are none too pleased. |
| 10 | **Petrified Wood:** The trees, foliage, and undergrowth here have been petrified into a dense canopy of stone. The petrified area is a perfect circle, radiating out from a five foot hole in the centre. Where branches enter the circle and leave, they are petrified on an exact line. In the bottom of the hole is a humanoid skull made of black bone. |
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# Deadly Fight
Player Desc: [[Deadly Fight]]
DM Details: [[Encounter Types#Deadly Fight]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Huntsman:** Someone has hired a mysterious hunter to track down the party and tear out their hearts as proof of their demise. The hunter knows the forest well and is prepared to lay traps and ambush them, but should fortune turn against them, they are willing to flee and make their escape, only to return when the party is otherwise occupied. |
| 2 | **Thread Lightly:** A network of webs stretches high into the trees, with the large shapes of Driders and their broods slumbering in the safety of their nests. Thin strands of webbing criss cross between the bases of the trees like tripwires, ready to snap and alert their creators should they be disturbed. |
| 3 | **Pseudo Wood:** A comfortably sized hollow of a tree provides comfortable shelter from the elements, and has more than enough room for all of the party. However once inside, the sinister trap is revealed, with the tree itself being a rather hungry Mimic. |
| 4 | **The Shade of the Forest:** The tree cover is especially dense in this region of the forest, reducing the amount of light available even more than usual. A Vampire and her Vampire Spawn have taken up residence to take advantage of this, and they spring ambushes on travellers with little fear of the daylight’s wrath. |
| 5 | **Words of the Wood:** The call of a rare and valuable bird cuts through the usual forest sounds, easily identified as such by those with knowledge of nature. This is the trap of a Green Hag, using her powers of mimicry to lure the greedy hunters or enthusiastic hobbyists off the road. |
| 6 | **Brute Force:** A band of Hill Giants have been constructing a crude totem to an unknown deity. They’re looking to add some adventurers and their gear to the offerings pile. |
| 7 | **Guerilla Warfare:** A Green Hag is determined to protect her portion of a dark and twisted wood, invisibly following a band of adventurers and wearing them down by killing their beasts of burden, poisoning their food, and stealing their magic items. Once satisfied, the hag then picks them off one by one, starting with those on watch. |
| 8 | **Divide and Conquer:** A Weretiger pretends to be an innocent victim, a youngster lost in the woods. It begs the party for assistance, but all it really wants to do is get close enough to strike. It works in tandem with another Weretiger, who draws some of the party away before the ‘victim’ reveals itself and strikes at the remainder. |
| 9 | **In the Thicket:** The party find themselves wandering into an overgrown hedge maze guarded by an outraged Guardian Naga, intent on hunting down intruders that foolishly wander through its domain. Parts of the maze are sneaking Awakened Shrubs however, that close pathways behind the party and constantly shift the shape of the maze. This confusing labyrinth, and the creatures that guard it, must surely mean something valuable is hidden within. |
| 10 | **Fungal Hosts:** The canopy of this forest section is overgrown with mould, spores floating down like snow. The animals wandering beneath find themselves infected with the parasitic spores, sending them into a blind rage. Deer, badgers, and boars throw themselves at the party (use the statistics of a Zombie) as well as bears and wolves (use the statistics of an Ogre Zombie). |
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# Fateful Encounters
Player Desc: [[Fateful Encounter]]
DM Details: [[Encounter Types#Fateful Encounter]]
***Remember to note [[Journey Rewards]] while this is fresh in your mind!***
| 1d10 | Event |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1 | **Refugees:** The party comes across a group of beaten and exhausted Wood Elves. Something has driven them from their homes and, if the party can help, then the Wood Elves will reward them with healing and gifts of magic once they’ve had a chance to rest. They may even offer a guide through the rest of the forest once their home is secure. |
| 2 | **The Singing Spy:** The party hears a flamboyant Bard playing loudly as he travels through the forest on a donkey (he’s had a bit of bad luck at gambling). He asks the party if he can join them, offering to sing stories of local events. He’s cheerful and friendly, but he hides a secret: he is a Spy, collecting intelligence for a powerful enemy. |
| 3 | **High Stakes:** A distressed Bard approaches the party and vigorously signs that she’s in trouble. She lost a wager with a nearby Fey and her voice was the reward. The Bard indicates that she was cheated and begs for help. Should the party agree then they may find themselves making their own wagers with the Fey! |
| 4 | **All for Love?:** A young Human approaches the party with a proposition. His lover is locked away in a nearby house and he needs help to rescue her. He might be telling the truth, or maybe he’s looking for unwitting kidnappers to help him acquire the object of his desire. A Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight\|Insight]]) check ascertains the truth. |
| 5 | **The Dragon Knight:** The party overhears a cheery Kobold, clattering with the pots and pans he wears as armour, along with a helmet clearly meant for a larger creature. He is on a quest to prove himself worthy of becoming a squire for a Knight he admires, but the Knight has sent him into danger to get rid of him. |
| 6 | **Hunter's Kiss:** A richly-bedecked Noble is examining the tracks on a game trail. On a hunt several months ago, she shot a deer and it turned into a beautiful Human woman. The noble took her back to her house for healing, but she was stolen away by a Green Hag who claimed to be the girl's mother. |
| 7 | **Master of the Four Winds:** A few of the party's most valuable possessions get pulled off their persons and tossed about in the air, weaving in strange patterns. A laughing Monk retrieves them, apologising for his ‘playful friends’. He is evasive when questioned about the playful friends, as he doesn’t want the party to find out that he has befriended a pack of spiteful pixies. |
| 8 | **Forest Heart:** The party is awoken late at night by a luminous silver furred Giant Elk. By his actions, the elk indicates he wants the party to follow him. If they choose to do so, he leads them to a large logging camp. The ancient trees the loggers have cut are all still slowly bleeding a thick flowing fluid which is as much blood as sap, and the moans of the trees float on the wind. |
| 9 | **Bad Deal:** A Sprite offers the party assistance in their travels, claiming they can summon any item their heart desires. The limitations of this wish seem rather extensive, and the Sprite does well to gloss over the fine details of the arrangement — that the wish-maker must cut off a thumb in order for this sparse wonder to be granted. |
| 10 | **Slimy Cleric:** A Giant Snail slithers slowly through the forest, greeting the party in well- spoken Common as they pass. Rude and outspoken, he claims to have healing powers and boasts that he is able to remove any curse or condition afflicting them. Though his powers are real, the procedure is rather unsavoury, requiring him to slowly slither over the patient. |
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