Grasslands are vast open plains that, due to the lack of rain, are dominated by hardy grasses. The wildlife and peoples of these regions are resilient due to the harsh conditions, and sedentary lifestyles are nearly impossible, leading to nomadic cultures that make use of the plentiful herbivores and powerful predators that they share the region with. The cultures that populate these regions often have close knit communities or clans of families, where wronging one member means wronging all, leading to feuds that can last generations. Abundant resources are scarce, so raids and warfare between these groups are common, as are attacks on neighbouring regions that possess vital resources.
# Weather
| 1d10 | Result |
| ---- | ---------------------------------------------------------------------------------------------------------------- |
| 1 | Bright uninterrupted sunlight, with blustery winds stealing any warmth |
| 2 | Dry heat, lack of rain, and wispy winds signalling the border between grassland and desert |
| 3 | Sudden storms with intense winds, heavy rain, and dangerous lightning |
| 4 | Long periods of drought, turning the grasses yellow and leaving animals parched |
| 5 | Heavy rain flooding river settlements and making passage impossible |
| 6 | Frosty winter temperatures alongside frigid winds, chilling travellers to the bone |
| 7 | Hot weather during the dry season, igniting wildfires that tear across the land |
| 8 | Strong winds blowing dry soil into the air, creating great dust storms that reduce visibility and clog the lungs |
| 9 | Damp and rainy weather turning all of the grasslands into a slippery mud trap |
| 10 | Storm clouds roiling overhead, lightning crackling and threatening to strike the tallest thing on the plains |
^171222
## Flora and Fauna
| 1d10 | Flora and Fauna |
| ---- | ------------------------------------------------------------------------------------------------------------------- |
| 1 | Grazing herbivores such as bison and deer, outnumbering any carnivorous predators |
| 2 | Large, languid herbivorous dinosaurs that trample any budding trees as they chew on grasses |
| 3 | Singular trees dotting the landscape, the sparse rainfall barely capable of sustaining one tree, let alone a forest |
| 4 | Flying eagles, vultures, Griffons, and Hippogriffs that scan the fields below for unwary prey |
| 5 | Predatory animals such as cobras and jackals that stalk within the tall grasses |
| 6 | Flightless birds such as ostriches and Axe Beaks running through the grass at high speed |
| 7 | Coarse grasses ranging in height from under a foot to as high as seven feet |
| 8 | Bouncing gazelles, elk, and other deer that skitter and scramble at the first sign of danger |
| 9 | Giant Weasels hunting in packs, or used as mounts by Kobolds and other small humanoids |
| 10 | Wild horses race through the plains, their thunderous trampling and whinneys echoing across the fields |
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## Local Inhabitants
| 1d9 | Local Inhabitants |
| --- | --------------------------------------------------------------------------------------------------------------- |
| 1 | Nomadic peoples crossing vast open stretches on mounts, from horses and elephants, to Axe Beaks and Worgs |
| 2 | Caravans making long treks between trade posts, flogging essential goods and rare items from far away lands |
| 3 | Herders tending to their animals: large herds of grazing beasts that migrate with the seasons |
| 4 | Priests and sages wandering between settlements, offering aid, wisdom, and guidance to those who need it |
| 5 | Lycanthrope clans living in isolation, enjoying the freedom of the plains and the distance from society |
| 6 | Water Elementals travelling through rivers, basking in their freedom, and protecting the purity of their domain |
| 7 | Emigrants travelling the long and dusty roads, seeking a new settlement to call home |
| 8 | Bandits and outlaws taking advantage of the wide open spaces to evade capture |
| 9 | Hunters who roam the plains, looking to capture or kill animals and monsters as a test of strength |
^0ae37d
## Points of Interest
| 1d9 | Points of Interest |
| --- | --------------------------------------------------------------------------------------------------------------------- |
| 1 | Lazy meandering rivers, carving wide swathes through the lowlands, and forming oxbow lakes at their bends |
| 2 | Grassland fires that ignite suddenly in the dry heat, spreading rapidly, forcing animals to scatter |
| 3 | Extremely tall grass, where rustling and animal noises emanating from within are a source of trepidation |
| 4 | Dry grasses slowly petering out into dusty soil, marking the border between grassland and desert |
| 5 | Long trains of trade caravans crossing the vast land, ferrying prized goods across well trodden paths |
| 6 | Dirt tracks where travellers frequently cross between towns and cities, taking advantage of relatively safe crossings |
| 7 | Huge herds of grazing animals migrating, their sheer numbers intimidating predators |
| 8 | Tainted battlegrounds where weapons litter the fields and bloodshed has desecrated the soil |
| 9 | Contest grounds where local tribes compete in games, wrestling, and races to settle disputes, or even just for fun |
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## Possible Journeys
| | Possible Journeys |
| --- | --------------------------------------------------------------------------------------------------------------- |
| 1 | Rescuing a chieftain's son from a group of nomadic raiders that captured him |
| 2 | Hunting down a dangerous barbarian warlord and her army of Wyvern riding warriors |
| 3 | A wealthy trader who has gone missing in the steppes, his family is sending out adventuring parties to find him |
| 4 | Werewolves seeking a cure have tracked down the progenitor of their curse and need help to face it |
| 5 | A Cleric requires guards to keep him safe while he spreads the word of his pantheon to these new lands |
| 6 | Mummies seek to turn the plains into a desert by hunting down the Water Elementals who maintain the region |
| 7 | A legendary fae kingdom is hidden in the vast expanse of grasslands; a lost world of untold riches and luxury |
| 8 | Journeying to a mystical spring said to have the power to break powerful curses once every hundred years |
| 9 | Defeating a mad warrior who is crossing the savannah, seeking to bring about a new dark age |
^631692
# 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 | **Falconry Hunting:** A group of mounted hunters are taking their birds out to hunt, to supply a feast for their nomad tribe. They are friendly enough, if a little competitive. Should the party have the means to help, they will gladly accept, making a contest of it. The party are more than welcome at the feast as well. |
| 2 | **Wrestling Tournament:** A large gathering of locals is causing a stir as they celebrate or bemoan the victory of a match between two fighters — the first of many in a day of martial might, drinking, and song. The locals will invite them to join and celebrate, and any stout fighters among them will receive an extra invitation to compete. |
| 3 | **Silk Road:** A group of merchants are travelling to a trade post; a part of a much larger network, taking advantage of the well-worn roads crossing through these grasslands. The traders may be willing to offer the party a deal on fine silks and other luxury goods at a price much lower than the in the cities, cutting out the middleman. |
| 4 | **Sage Advice:** A travelling sage approaches the party, offering to impart his wisdom upon them. Before they can properly accept or refuse, they begin to give a rambling speech full of segues, repetitions, and contradictions. Worst of all, their wisdom seems to never end… |
| 5 | **Your Hands Only:** A mounted courier is making his way across the plains, carrying a satchel of letters and other packages meant for distant lands. He will approach the party asking who they are, and will name one of them specifically with a package from home, from an ally, or from an enemy they have made during their travels. |
| 6 | **Seasonal Nomads:** A nomadic tribe of druids is making its way across the region in order to prepare for the coming wet season. They have knowledge of the area, and will have plenty of tales of the gods and monsters responsible for the weather in this region. |
| 7 | **Disappointing Celestial:** An explorer just bought a Unicorn, although he seems to be quite disappointed in it. It seems much bulkier and less impressive than he had heard in the legends. Grey, thick skinned, and lower to the ground than he was expecting too. If the party tries to correct him by pointing out that it's a rhino, he will scoff at the idea of such a fantastical sounding creature. |
| 8 | **Fairy Festival:** A band of travelling fae creatures crosses the party's path, on their way to a moonlit ridge to set up their circus. The party may have heard of their legendary status on their journey. Though unfamiliar with any surrounding towns and cities, these fae folk know the plains like the back of their hand. |
| 9 | **Return to Nature:** A procession of nomads carry a silk wrapped body across the plains, followed by mourners. The body is placed in the middle of the plains and given no markings or significance — even the silk shroud is removed. When the tribe departs, vultures and other scavengers pick at the body until nothing remains. |
| 10 | **A Steppe Too Far:** Jutting out from the plains, and half buried in the ground, lies the massive structure of a warship. Its masts tower high into the sky, and its sails bear the mark of a pirate crew. These pirates are too concerned with repairs to engage with the party, grumbling about getting their ship back to sea, and never angering a Wizard again. |
^a6d581
# 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 | **Reeding is Fundamental:** A lazy river meanders through the land. Upon its banks the party meets three dwarven women harvesting reeds from the riverbank. An old tradition, these reeds will be used in weaving baskets and other crafts. The Dwarves are willing to teach this skill, if the party is willing to learn. |
| 2 | **Cool, Calm, Collected:** When stopping at the bank of a watering hole, the party feels an overwhelming sense of calm. This serenity is mirrored in the nearby animals, who lackadaisically brush past each other, predator and prey alike, without fear of violence. This seemingly magical aura of harmony allows all to share in the bountiful food and water present. |
| 3 | **Magical Berries:** A patch of berries stands out from the surrounding grasslands, their colours unnaturally vivid. Evidence of magic lingers in the area, and a Druid o*r detect mag*ic spell may identify these as goodberries. When plucked and eaten, the juice stains all it touches for hours, leaving no doubt as to who has been scrumping, should the farmers return. |
| 4 | **Following the Leader:** A family **of Eleph**ants plod through the expanse, calves running in between their parent’s legs. Following this herd could lead the party to clean drinking water, although an opportunistic adventurer could also attempt to use an elephant as a mount or beast of burden. Be wary though, as an elephant would not willingly leave its family behind. |
| 5 | **Delicious Drops:** A bubbling font of water bursts from the top of a hill just as the party crest it, showering them in magical water. Should any attempt to drink this water, they find that it tastes just like their favourite meal, and fills them up just as much. The fountain dwindles quickly, leaving all scrambling for containers before this mystical spring dries up. |
| 6 | **Bountiful Burrows:** The [[Quartermaster]] catches their foot in a burrow, which indicates the presence of hares in these fields. Clever traps and quick shooting may provide enough of these rodents for a decent meal, though the hares are quick, with plenty of hidey-holes. |
| 7 | **Quip Wits:** An oxbow lake provides a nestled camping spot, with plenty of fish beneath the soft ripples of the water. Those skilled at fishing may catch a tasty meal, though tales of **Quippers** in these lands are common. A dip in the lake is ill-advised, lest the party wish to be fish food. |
| 8 | **Road Runners:** A flock of **Axe Beaks** thunders through the steppe, squawking and flapping. Older and weaker birds fall behind the crowd, relatively easy pickings should the party feel brave or foolhardy enough. Domesticated axe beaks have also been known to be good beasts of burden, or used as mounts by smaller folk, though these wild varieties could be harder to train. |
| 9 | **Army Aid:** A regiment of soldiers has crossed paths with the party, on a training exercise in the grasslands. Having had no luck finding food, the [[Quartermaster]] can ask for aid from the colonel. Replace the normal Intelligence ([[03-Mechanics/6-Ability Scores/Investigation\|Investigation]]) check for Hidden Reserves with a Charisma ([[03-Mechanics/6-Ability Scores/Persuasion\|Persuasion]]) check. |
| 10 | **One Dino’s Trash:** The fresh corpse of a Triceratops lays on the open field, evidence of a rampaging **Tyrannosaurus Rex** who must have continued its pursuit of the rest of the herd. There is plenty of meat to be harvested, and its leathery skin and pointed horns could make good materials, if the party feels safe enough to spend time exposed while a T-Rex is on the prowl. |
^af25be
# 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 | **Tall Grass:** The grass of the region grows taller here, making navigation difficult for all but the tallest of people. A Constitution ([[03-Mechanics/6-Ability Scores/Survival\|Survival]]) check determines how well the [[Guide]] can keep their sense of direction in this never ending obstruction. Local predators lurk in the thickets, using the grass as cover before striking at their prey. |
| 2 | **Choking Smoke:** Dry weather has caused the already arid grasses to become increasingly prone to wildfires, one of which has cut a swathe across the path of the party. The wind has carried choking clouds of smoke in their direction, and a successful Wisdom ([[03-Mechanics/6-Ability Scores/Medicine\|Medicine]]) check can help alleviate any effects of smoke inhalation. |
| 3 | **Storm A-Comin’:** The already harsh winds pick up strength. This storm threatens to throw medium sized members of the party to the ground, and hurl smaller sized members into the sky momentarily. A successful Strength ([[03-Mechanics/6-Ability Scores/Athletics\|Athletics]]) check can allow the [[Guide]] to find an anchoring point in time, perhaps a lone tree, a cave, or a sheltered nook. |
| 4 | **Concealed Canyon:** A sudden drop into a large gorge has been hidden by an illusion, only noticeable at the last second as the party nears the edge. A dastardly trick of magic, a successful Intelligence ([[03-Mechanics/6-Ability Scores/Arcana\|Arcana]]) check will reveal what the spell covers, allowing the [[Guide]] to find a safe crossing. Who cast this spell? Was it to trick travellers, or to hide something at the bottom of this canyon? |
| 5 | **Crude Awakening:** Sticky tar pits block the way, their noxious smell evident for miles around. With no avoiding their oily clutches, the best the party can do is nimbly hop between safe mounds with a Dexterity ([[03-Mechanics/6-Ability Scores/Acrobatics\|Acrobatics]]) check, hoping to escape the fate of the many oily animals around them. |
| 6 | **Hungry Vultures:** The area ahead seems uneventful, though overhead a large pack of **Giant Vultures** circles high in the sky. They are desperate and hungry, and a successful Dexterity ([[03-Mechanics/6-Ability Scores/Stealth\|Stealth]]) check is all that can be done to crawl through the grasses to avoid their gaze. |
| 7 | **Dust Bowl:** A recent dry season has turned much of the soil to dust, with strong winds whipping it up into the air. A Constitution ([[03-Mechanics/6-Ability Scores/Athletics\|Athletics]]) check tests how well the [[Guide]] finds their way as they brace themselves through the blinding storm, the effects of which will last for weeks after the event. |
| 8 | **Burning Rain:** The path ahead is worn and lifeless, with even the grass shying away from this area. As the party continues, clouds in the sky grow dark and sinister above, with an Intelligence ([[03-Mechanics/6-Ability Scores/Nature\|Nature]]) check alerting the [[Guide]] to acid rain beginning to fall. Some may interpret this cloud in the shape of a skull… a sign that this phenomenon is not natural at all. |
| 9 | **Magical Mist:** A strange mist twists and weaves itself around the party, cutting them off from each other as its enchanting embrace ensnares those who pass through it. Calling out to each other in the mist, the [[Guide]] must listen out and gather up the party with a Wisdom ([[03-Mechanics/6-Ability Scores/Perception\|Perception]]) check and so they can push their way through this cloud together. |
| 10 | **Cow Patch:** A herd of large horned cattle are travelling across the plains to a new grazing site. The herd is huge, and their path cuts right through the road ahead, blocking it. The party must navigate through this herd with a Wisdom ([[03-Mechanics/6-Ability Scores/Animal Handling\|Animal Handling]]) check from the [[Outrider]], being careful not to spook the creatures and cause a stampede. |
^0c1036
# 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 | **A Hungry Hunt:** A family of **Orcs** abandoned by their nomadic tribe are camping near a river, the mother unable to find enough food for all of her children. She is starving herself so that they may eat, though pride means she refuses to ask for help. She will, however, ask if the party would join her for a hunt, a Strength ([[03-Mechanics/6-Ability Scores/Survival\|Survival]]) check allowing for the takedown of some meaty prey. |
| 2 | **Pauper Prince:** A young man in chains runs towards the party, beaten, bruised, and close to collapsing. In the distance horsemen are approaching, chasing after him. Hiding in the tall and tangled grass, he begs the party to point his pursuers in the wrong direction with a Charisma ([[03-Mechanics/6-Ability Scores/Deception\|Deception]]) check, telling them that he is a prince and those chasing him are the rivals of his family. |
| 3 | **Pack Horses:** A caravan of traders is under attack by a group of **Centaurs**, who are trying to chase them off so that they can liberate their subjugated pack animals. A successful Charisma ([[03-Mechanics/6-Ability Scores/Intimidation\|Intimidation]]) check can assist the side of the party’s choosing, convincing the centaurs the fight is not worth the trouble, or the traders to release their chained chattel. |
| 4 | **Bottled Rage:** A group of Wizards are fleeing from a **Djinni**, begging for help from the party, while keeping from them that they had attempted to trick it into eternal servitude. The Djinni will be upon them soon if not for a successful Dexterity ([[03-Mechanics/6-Ability Scores/Stealth\|Stealth]]) check, seeking to teach them the error of their greedy ways with a cruel lesson. |
| 5 | **The Perfect Steed:** Horses are scattered across the area, with a naive young Elf chasing after them on foot to no avail. The herd is in danger of fleeing entirely unless he receives help, and a successful Wisdom (Animal Handling) check can wrangle the perfect horse for the grateful Elf before they gallop into the distance. |
| 6 | **As Good as Gold:** An elderly Halfling woman wandering the plains approaches the party and asks if they have any alms to spare for the poor. The old beggar is secretly more than she seems, a **Gold Dragon** in disguise, and a Wisdom ([[03-Mechanics/6-Ability Scores/Insight\|Insight]]) check allows the party to act appropriately around such a creature, avoiding its ire and remaining on its good side. |
| 7 | **Gone With the Wind:** A finely dressed Dragonborn is riding his horse while shouting out across the plains, searching for his brother after they were separated from their caravan during a raid. A successful Intelligence ([[03-Mechanics/6-Ability Scores/Investigation\|Investigation]]) check can find evidence of the missing brother, though the Dragonborn has less than a day to track him down before the caravan moves on. |
| 8 | **Seeking Salvation:** A desperate Gnome prays at an overgrown shrine, pleading for the help of whatever god will listen. He has gambled away all of his life’s savings, losing friends and family along the way, and seeks atonement. However, unsure of where to start, he doesn’t even recognise this shrine, though a successful Intelligence ([[03-Mechanics/6-Ability Scores/Religion\|Religion]]) check can help him get started on the way to salvation. |
| 9 | **Back Breaking Work:** A Dwarf is laying on his back crying out in pain, a fall from his horse having injured him greatly. The horse has long since run away, and predators are watching and waiting for their new meal to stop screaming. A successful Wisdom ([[03-Mechanics/6-Ability Scores/Medicine\|Medicine]]) check can stabilise the Dwarf, but he will need carrying to the nearest settlement. |
| 10 | **Lost Cub:** A baby tiger cries out and looks around desperately for its parents. A Wisdom ([[03-Mechanics/6-Ability Scores/Animal Handling\|Animal Handling]]) check determines how well cared for it is for the day, before the party encounter worried **Weretiger** parents, relieved to find their baby unharmed, and thankful for its rescue. |
^0cc373
# 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 | **Hungry Hobgoblins:** A small band of Hobgoblins riding horses and Worgs surrounds the party. Demanding their food and camping supplies, they strangely make no mention of gold. Their ferocious mounts, willingness to fight dirty, and desperate hunger will make them a challenging fight. |
| 2 | **Desecration:** Hidden away in a hilly region of the steppes, a cabal of **Cultists** led by a **Cult Fanatic** are preparing a sacrifice to their dark god, planning to taint the grounds here with the blood of their Halfling captive to further their goals. With the party catching them off guard, they’ll fight to the death to keep their preparations secret. |
| 3 | **Bring Out Your Dead:** A pair of **Flesh Golems** are looting the corpses of a recent conflict between two raiding parties: one carries gold and equipment of value, while the other piles corpses onto a cart. Should they see the party, they will attack, to ensure their work remains uninterrupted. |
| 4 | **Private Property:** Galloping Centaurs surround the party, claiming they have passed through their territory without the permission of their clan. Insulted by this disrespect, they will hear no apologies, and will attack the party, seeking to bring them back to their settlement to stand trial. |
| 5 | **Remnants:** The remnants of a great battle stir here: a large number of undead **Knights** riding skeletal horses ride for war, fighting and dying with each rise and fall of the sun. Trespassers will find themselves attacked by both sides. |
| 6 | **River Raiders:** Travelling down a larger river that cuts through the landscape is a small boat crewed by Halflings and Gnomes. Should they sight the party, they’ll move closer to the shore, the **Veterans** and **Bandits** pelting them with javelins and arrows. |
| 7 | **Get Off My Lawn:** A pair of **Druids** watching over these lands warns the party not to trespass on their domain. They guard a vulnerable nature spirit somewhere in the area, and fear for its life, attacking all who they fear may wish it harm. |
| 8 | **Terminal Velociraptor:** While the party is preparing their camp for the night, a pack of **Velociraptors** catches their scent and prepares to ambush them in the dark. Should anyone in the party wander off by themselves, or have obvious wounds, they will be the first target. |
| 9 | **On the Prowl:** A pride of **Lions** prowls the area, hunting for food. Withered and starved, they have had little success lately, and must be desperate to attack a group of humanoids. |
| 10 | **Violent Herbivores:** A herd of **Triceratops** is moving through the area, though a recent attack by predators has left them agitated and hostile. Should anyone draw too close, they will defend themselves. |
^c37ed5
# 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 | **Mile High Club:** Two **Hippogriffs** fly through the air, performing an aerial mating dance full of graceful dives, impressive twists, and rapturous calls. With no interest in the party below, the group may take a moment to watch this display of love, admiring nature’s beauty, or fearing what such loud squawking may attract. |
| 2 | **Sacred Mountain:** A small mountain rising above the steppes provides a home for trees and animals to flourish in surprising serenity. Many of the local people of the area have set up small personal shrines to their gods and ancestors here, with no rhyme nor reason to their devotion, a true mix of faiths. |
| 3 | **Grazing Giants:** A pair of colossal **Diplodocuses** roam the plains, their swooping necks bringing giant heads close to the ground to graze. Trampling through the grasslands they crush any aspiring trees, leaving the landscape flat. Seeing families of these gargantuan dinosaurs is a sight to behold, their placid nature and low calls contrasted by their immense size and strength. |
| 4 | **Suitable Steeds:** In the distance, dozens of **Giant Weasels** race across the plains, each mounted by a Halfling rider who expertly guides the creature with calls and prompts. A contest seems to be underway between the Halflings at the front of the procession, while younger members of the group canter calmly towards the back, learning how to handle their mounts and work as one. |
| 5 | **Great Wall:** A great wall of stone towers high above, cutting through the flat lands. Untouched and unworked for many hundreds of years, this once mighty border wall has since fallen into disrepair, nature reclaiming this artificial structure for its own purposes. |
| 6 | **Fairy Garden:** The continual sea of green gives way to a beautiful multi-coloured patch of flowers, tended to lovingly by **Pixies** who flutter between each bloom, caressing the petals and encouraging growth with their fae magic. Sprites guard the borders of these gardens, poised to attack the party if they do more than just observe and admire. |
| 7 | **The Forest for the Trees:** Tall trees in the distance break the flat monotony of the plains, but the party are quick to notice that these trees are not rooted in place. **Treants** are herding animated trees and shrubs between them, seeking a suitable place to set up a new forest, the sound of their creaking branches and rustling leaves carrying on the wind. |
| 8 | **Foreshadowing:** While stopping to rest at night, a **Giant Elk** crests the hill, regally assessing the party. Its majestic antlers seem to nestle the moon within their grasp as it stares, before it snorts and strides away across the plains. Visitations by these animals are often omens of important events, though what occasion might be on the horizon is left to interpretation. |
| 9 | **Air Show:** From atop a hill the party spots unusual yet rhythmic movement across the grasslands. An **Air Elemental** dances along the plains, almost invisible to the naked eye save for the rippling of grass beneath its feet. The wind rushing through the grass and over the hill creates a musical effect, all combining into a stunning performance brimming with power. |
| 10 | **Call of the Wind:** The harsh winds have calmed down momentarily, with still occasional flurries amidst bracing breezes. If the party remains silent, however, they can almost hear voices in the wind… voices of friends, lovers, and allies. Snatches of conversation can be heard, magic carrying their words as though the party were beside them, revealing insights otherwise unobtainable. |
^4592b5
# 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 | **Tyrant King:** Large footprints will lead the party towards the nest of a **Tyrannosaurus Rex**. The dinosaur is guarding a pair of eggs in its nest, and will fight to protect them from threats, but such eggs are a tempting target for greedy adventurers. |
| 2 | **Carrion Feeders:** The picked carcasses of a band of adventurers can be found in a clearing. Their armour is destroyed, and their adventuring gear seems to be missing. Feathers that litter the area give a clue as to the perpetrators: a flock of **Giant Vultures**. Tracking them to their nest will reward them with the gear of these adventurers, and that of the other unfortunate souls that the vultures have picked at. |
| 3 | **A Mammoth Task:** The tracks of a herd of **Mammoths**, noticeably lacking in numbers, the old and sick having fallen behind. The tusks and pelts from mammoths are valuable, and the amount of meat available would replenish supplies for the journey. |
| 4 | **As I Lay Down to Sleep:** A crude camp has been set up by a wandering **Hill Giant**, who loudly prepares his meal and bed for the night. Attached to his pack of crude camping supplies is a large chest full to the brim with valuables and trinkets he has gathered across his journeys, along with the skulls of those who’ve tried to take it from him. |
| 5 | **Sparkle in the Sun:** The mutilated body of a unicorn sits abandoned at the side of the road, having been slain for its blood by a **Vampire Spawn**, its horn also stolen. The creature’s bloody tracks lead off into a secluded cave hidden in a crag in the earth, where the long dead remains of other similarly drained magical creatures can be seen. |
| 6 | **Landlocked:** A **Wyvern** with torn wings drags its way across the plains, struggling to catch food as it slowly makes its way back to its nest. Striking it while it is wounded would be an easy way to claim its valuable scales and venom, but its nest may contain collected treasure, eggs, and of course more Wyverns. |
| 7 | **Smiling Hunter:** A large buffalo has been turned into a pincushion by a **Manticore**. The predator’s spines are useful alchemical components and can be used in making arrowheads. The Manticore will need to be tracked as it takes off and lands intermittently. |
| 8 | **Stealth Phase:** The fields ahead are coated with a blanket of webs from a clutch of **Phase Spiders**. The silk made from the webs is said to have magical properties. Tracking the miniscule footprints and partially encased prey may be worth the risk. |
| 9 | **Wind on the Prairie:** The long blades of grass are parted like wakes on the water. **Air Elementals** have taken up residency here and glide across the surface of the plains like ships. Following their whimsical trails will be confusing at best, but the ritual site that summoned them has magical components that would make it worthwhile. |
| 10 | **Crouching Dinos:** A pack of **Velociraptors** have recently chased down some gazelle. Their feathers and teeth are prized trophies to nearby tribes. The bloody trails left in the grass blades are not hard to follow, but finding the hidden raptors will be. |
^c1ffb1
# 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 | **The Water’s Fine:** A well used camping spot on the banks of a gentle river can be found here, with signs of recent use and some fishing supplies left behind. A picturesque spot, though any thrashing in the water may indicate signs of **Quippers**, and may explain the absence of the owner. |
| 2 | **Windward:** A wooded mountain provides great cover against the strong winds, if not the rain. With these rains, however, come abundant wildlife and foragable food, a fact known by the party and many other predators, such as **Wolves**. |
| 3 | **Trading Post:** A small settlement of tents and temporary housing has sprung up along a major trade route, only used during this season. Finding shelter here is easy, and there are many traders looking to buy and sell. Spots with many travellers and traders like this often draw opportunistic rogues looking to make some quick coin. |
| 4 | **Shoes Off:** A **Giant Eagle** leads the party to a sheltered campsite, evidence of past travellers noticeable by the [[Quartermaster]]. Several pairs of boots line the end of each bed, provoking questions as to who would leave such necessary equipment behind… questions the eagle doesn’t seem to appreciate. |
| 5 | **Uneasy Alliance:** Two Orc guardsmen surprise the party with their stealthy arrival, and bluntly insist the group follow them. Unthreatening, they lead the party to their nomadic campsite, where the chief coldly offers them shelter and supplies for the night. Unfamiliar social cues leave the party on edge, feeling that the slightest insult may cause an outrage. |
| 6 | **Hollowed Hill:** The party face yet another grassy mound, only to notice a small wooden door leading inside the hillock. Though suitable for small members of the party, medium sized members must hunch over to enter this empty Halfling house. Modern furnishings tell that this house isn’t abandoned, but a layer of dust indicates that it is rarely used; a safe house, perhaps, or a holiday home. |
| 7 | **Water Relief:** A scenic pond comes into view just as the party begin complaining about the humid heat of the day, relieving all. While insects buzz around this water source, they are mostly harmless, making this an ideal campsite. |
| 8 | **Meeting Grounds:** A sheltered ridge seems the perfect site for a camp, with flat space and protection from the wind. During set up, the [[Quartermaster]] notices recent signs of use, and carvings on the walls indicate that this may be a meeting point for various tribes of the land. The party can only hope they aren’t intruding. |
| 9 | **What Lies Beneath:** Open grasslands don’t always provide adequate shelter, and sometimes an empty patch of land carpeted with soft and springy grass is the best the [[Quartermaster]] can find. While the party rests for the night, a rumbling can be heard beneath the ground: nests of burrowing insects. Hopefully these bugs stay in their underground warrens. |
| 10 | **Fortunate Forest:** The party chances upon a thicket of trees, shielding them from sight and an oncoming storm. The trees take the brunt of the winds, leading to a cacophony of rustling leaves, though rain still trickles down. Wild animals may also have taken shelter here, and may not be so willing to share. |
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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 | **Regions Unknown:** A golden path winding through the grasslands has brought the party to a crossroads. Multicoloured signs adorned with images of gynosphinx, rakshasa, and bugbears point the way to regions unheard of. Attempts to follow the road are unsuccessful, as they quickly wind back into the wilderness. |
| 2 | **Ancient Battlefield:** Harsh winds have partially exposed what had long been buried underneath the ground: the dried bones, broken arms, and armour of countless warriors from a battle fought in ages past. With no settlements nearby, it is unclear who these armies were or what they were fighting over. |
| 3 | **Banner Ground:** A circle of metal banner poles jut out from the ground around a mound of stones. Each banner displays the symbol and name of a long dead tribe. Buried beneath the mound is a chest containing their ancestral relics, arms and armour. While they are interesting artefacts, time has worn away their market value. |
| 4 | **Standing Stone:** Standing proudly upon the steppes is a large stone slab. Once expertly carved and smooth, it has been eroded and warped by time. An archaic form of Common carved in the stone speaks of a long voyage across sea and land, and how Orc explorers chose to settle these lands from their frozen home. |
| 5 | **Lone Fort:** A ruined fortress sits isolated on a rise in the terrain, its walls crumbling and most of its buildings collapsed. A sturdy watch tower holds firm, commanding an impressive view of the lands around the fortress if climbed. Judging by the rusty armour left behind, this fort was built by Tiefling soldiers in an unknown war. |
| 6 | **Court Order:** A paved area with chairs carved out of stone lays atop a hill, worn smooth from repeated use. A central altar sits in the centre of this structure with delicate weighing scales poised atop, indicating some sort of judgement took place here. If the party sits on these chairs, they must be truthful as if under the effects of *Zone of Truth*. |
| 7 | **Abandoned Farmstead:** Nomadic life on the plains and grasslands is not suitable for all, with some attempting to settle down and eke out a meagre harvest from the poor soil. Most, if not all, attempts end in failure as with this crumbling homestead, the aspiring farmers leaving for more promising prospects, or returning to life within city walls. |
| 8 | **Crash Landing:** A village of unfamiliar architecture seems to have crashed violently onto the plains, debris littering the fields for miles around. Strange propellers dot the landscape or lay crushed and warped on the outskirts of this structure, suggesting that this village once flew through the skies. |
| 9 | **Lonely Pool:** A small pond, unconnected to any source of flowing water, glitters temptingly in the sun. Upon inspection, this mystical pond reflects to the viewer their loneliest moment, evoking feelings of despair in some, while reminding others how much they have overcome. |
| 10 | **Winter Wonderland:** A frozen town hugs the south bank of a mighty river, also locked in ice. The weather in this region is not cold enough for this frosty phenomenon, nor is the air here similarly freezing. Attempts to melt the ice are met with a cold shoulder, though the ice covering the river is thick enough to cross safely. |
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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 | **Long Shot:** A tent sits in the shadow of a steep mound, but when the party investigates they find three dead Halflings inside, their legs elongated unnaturally, their clothing stretched and torn. Their peaceful faces indicate no pain, but an empty bottle of ‘Granny’s *Longstrider* Concoction’ lies nearby. |
| 2 | **Hunter Becomes the Hunted:** The titanic corpse of a Tarrasque lays half buried into the earth, rot and decay slowly working their way through the creature. This colossal cadaver sends shivers up the spine of even the bravest adventurers… but not as much as the thought of what could have possibly killed such a titanic beast. |
| 3 | **Tainted Ground:** Blood has seeped deep within the earth here, tainting it forever in the eyes of the native nomads. Their beliefs are not without good reason, as when night falls the bodies and spirits of the long dead stir once more, waging war upon each other as they once did in life. |
| 4 | **Arboreal Atrocity:** A lone tree towers above the landscape, heavy branches creaking in the wind. Thick chains tied around its trunk trap the bodies of the condemned, their rotten remains withering in the sun. An air of malevolence surrounds the tree, as if it craves more. |
| 5 | **Bird Feed:** Vultures circle overhead, warning the party of death along this dirt track. An overturned wagon spills its remains on a dirt track: seeds and farming tools, and two dead Humans. Their corpses have been decimated by the carrion feeders, and a **Giant Vulture** perches menacingly at a distance, assessing the party and weighing its chances. |
| 6 | **Smoke and Bones:** The smoking remains of a village are visible in the distance, its buildings and crops torched, the soil salted, and the people’s corpses piled together on a pyre. Such a deliberate slaughter chills even the coldest of adventurers, and instils a desire for justice for the victims. |
| 7 | **The Earth Bleeds:** A great gaping wound in the earth has been carved here, and a violent expulsion of furious flames pours from it ceaselessly. Whether this strange sight is caused by natural gas igniting beneath the earth, or from something far more sinister like a devil or demon, the sight of such a firestorm is unnerving on a primal level. |
| 8 | **Draconic Demise:** A dragon's remains sit slumped against the entrance to a small cave, a strange sight in itself. Inside is a chamber that once held a vast amount of treasure, now looted save for a few scattered coins. Smashed up remains of eggs can be found, the pillagers ensuring none of the dragon's kin would come seeking retribution. |
| 9 | **Fallow Year:** Farmland has been carved out of the wilderness, an impressive feat in itself. An empty farmhouse bears evidence of attack, its stores plundered by raiders. Whether an opportunistic raid, or an attack by a nemesis to sow fear, the party feel disheartened by the waste of life along this journey. |
| 10 | **Beat a Dead Horse:** Instead of the normal herds of horses roaming the lands, the arid region here is home to a macabre species: the **Warhorse Skeleton**. These bony beasts behave just as they did in life, running free and wild, even trying to graze. Skeletal foals huddle near their mothers, the sound of clacking bones heard in place of whinnying. |
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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 | **Stalker in the Night:** A Troll is stalking the party, striking at nightfall. Battling a **troll** is challenging enough, but being unable to identify the troll or even locate it will prove to be deadly complications. Quick thinking and luck will be needed to survive the night. |
| 2 | **Pack Territory:** A group of Orc **Werewolves** have seen the party trespassing in their hunting grounds, and will not only fight to push them out of their territory, but punish them for the transgression. Skilled hunters and trackers, they’ll pursue the party until they are sure they’ve learned their lesson. |
| 3 | **Cavalry Ambush:** A squad of armoured **Centaur** soldiers attack, in search of a good challenge and better plunder. Their mobility and reach make them difficult opponents to fight. |
| 4 | **Inflight Meal:** Though Dragons rarely take up residence within the wide and seemingly empty plains and steppes of the world, they can be seen in the region, often travelling to another by wing. Long flights can leave a Dragon quite hungry, and a **Blue Dragon** has spied the party as a quick snack. |
| 5 | **A Bad Joke:** A group of **Oni** disguised as jesters approach the party in the midst of performing tricks and other entertaining feats. Their leader asks if they’d like to see the show — it's especially popular with children, but all ages are welcome! The deadly circus tricks they perform will surely not end well… |
| 6 | **Precision Strike:** A powerful **Assassin** has been hired to deal with the party. The Assassin rides a tamed **Wyvern**, and is armed with a bow and longsword. The assassin is not fanatically loyal to their employer, and will not fight to the death unless forced to, though should they escape, they may strike again. |
| 7 | **A Show of Force:** A powerful **Sorcerer** has recruited a following of **Apprentice Sorcerers** and means to instruct them in the art of violence. |
| 8 | **Armour on the Wing:** A favoured mount of the martial forces of **Hobgoblins** is the **Griffon** — a squad of them are tracking the party, whose weapons and plunder are ideal loot for the legions. |
| 9 | **Crushed Under Hoof:** A band of **Wights** and **Zombies** ride the plains astride flaming **Nightmares**. Their hunt leaves wakes of scorched earth in their path, and any who have survived their pursuit speaks of it in tones of dread. |
| 10 | **Raise Dread:** A **Necromancer** has begun experimenting with more exotic remains to resurrect, and in doing so, has restored an **Allosaurus** to life. The Necromancer is eager to test the limits of their creations, and is capable of using any available ‘resources ’ to further their experiments. |
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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 | **Unholy Pilgrimage:** A powerful lord of the region is making a pilgrimage to a sacred site of his faith, travelling lightly and with only a small retinue of his most experienced warriors and closest companions. Despite his friendly demeanour, he works for the party’s nemesis or another powerful malevolent force, and his final destination is a site of evil power. |
| 2 | **Testing, Testing:** A voice calls out to the party, its source unknown. It pleads for assistance, claiming to be a Wizard whose experiment into invisibility went a little too successfully. Requesting to tag along, he is of little help due to his clumsy nature, but hides the fact that he is actually a respected professor out of embarrassment. |
| 3 | **Cowardly Giant:** A **Hill Giant** is attempting to hide from the party once he spots them, crouching behind a thin copse of trees and sucking in his belly. Hands over his eyes, he refuses to look at the party, hoping that if he can’t see them, they can’t see him. He has run away from his tribe of violent hill giants, but is still reluctant to give up their location. |
| 4 | **Gentle Goblins:** A trio of **Hobgoblins** are leading a band of **Goblins** across the plains. The Goblins are agitated and try to provoke a fight whenever they think their leaders are not looking, but their masters keep them on a tight leash. They do not wish to fight the party, claiming they are peaceful, but in actuality they are riling up their army to cause the most destruction once they reach their quarry. |
| 5 | **Plant Dad:** The party almost stumbles over an Elf druid as he crawls through the plains, head buried in the long grasses. He claims to be learning the names and stories of each individual blade of grass, a daunting task, even for those as long lived as the Elves. He is extremely familiar with the area, and knows the lost history of many sights along these roads. |
| 6 | **Dual Purpose:** A great sage is known to reside atop a secluded hill, and has telepathically asked for the party's presence at their camp. The seer is a **Gold Dragon** in disguise, wishing to assess the skills of the party in an attempt to recruit them to aid in dangerous quests. Despite this, she is eager to help the party on their travels, providing aid and assistance. |
| 7 | **Seeking Destiny:** A **Unicorn** canters serenely over the hills, stopping with a fantastic neigh beside the party. Speaking telepathically, it demands to know the identity of each member and their reason for travelling through these grasslands. It is searching for the chosen one who will purge the world of chaos through holy fire, though none of the party are the one it seeks. |
| 8 | **Odd Alliance:** An envoy of a powerful local lord offers to travel with the party for a while, as their journey’s paths align. He and his escort may ward off trouble along the way, as those who would harm him will incur his lord's wrath. However, his lord has a sour reputation as a despot and a tyrant. |
| 9 | **Spreading The Word:** A Cleric is delighted to meet the party, mistaking them as members of a local tribe. She is on a quest for her god, ruler of the skies above these plains, to unite the tribes under one banner and cultivate the land. She is wary to talk of her success in this mission, as she has only been met with mockery and aggression. |
| 10 | **Bridal Train:** A large procession of nobles, envoys, and guards trek through this land on their way to a wedding of the accompanying lord’s daughter. She is terribly upset at this forced wedding, wishing to be united with her true love. Her family, however, are secretly very poor, and this marriage is the only way to ensure her town prospers. |
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