A series of encounters for 5th Edition Dungeons and Dragons*
A series of encounters for 5th Edition Dungeons and Dragons*
written by Mike Gould cover art and "Eyeroll" logo by Mike Gould
DISCLAIMER: Dungeons & Dragons, as well any references to the Players Handbook, Monster Manual, Dungeon Master's Guide, Volo's Guide to Monsters are wholly owned properties of Wizards of The Coast LLC. The death, dismemberment, petrification, incineration, drowning, possession, conversion to undeath, or other means of harm to player characters through the usage of these encounters are not the responsibility of Wizards of the Coast LLC, Mike Gould, or Nerdarchy. It was that eye inside the d20 the whole time. I mean, really.. Look at him. He's ben watching you this whole time. I bet he has snacks in that d20. And pizza. And soda. And he's not sharing. And scheming. Always scheming...
Table of Contents
Encounter (level) #1 Chickening Out #2 A Friend in Need #3 All That Remains #4 Gone But Not Forgotten #5 The Dance Macabre #6 Auntie Knows Best #7 Down on the Farm #8 Mirror, Mirror #9 Island in the Storm #10 A Standing Warning #11 Rube's Cube #12 Aces High #13 Coin Flip #14 The Argument #15 The Eyes Have It #16 Mirrors of The Soul #17 Fountain of Fortunes #18 The Albatross #19 Shell Game #20 The Menagerie #21 Counting Sheep #22 The Passenger #23 Watchdog #24 The Balance #25 Procession #26 Ribbet, Ribbet, WHOOSH! #27 Jailbreak #28 Council of Three
Page 2 3 4 5 7 8 9 11 12 14 14 16 19 21 23 26 29 31 34 35 37 39 41 43 45 47 49 51
Encounter
Page
#29 Dogs of War
53
#30 Fire for Effect
55
#31 Dinner Party
58
#32 Phoba's Bet
60
#33 Wooden Dragon
62
#34 Madam Versiliplex's Magical Wonders 64
#35 The Girl with the Dragon SNAFU
67
#36 Heart of Darkness
71
#37 A Walk in the Woods
73
#38 Slither
75
#39 Enemy at the Gate
77
#40 Three Eyes are Better
79
#41 Backstabber
83
#42 Fibble's Fantastic Familiars
85
#43 The Beast of Bellard
89
#44 Old Yeller
92
#45 Gang of One
94
#46 Pay to Play
96
#47 Shadow of Your Former Self
98
#48 Smells Fishy
100
#49 One Crow, Two Crow, Three Crow,
102
Scarecrow
#50 All That Glitters
104
Chickening Out
Introduction: Travel is often taken for granted. Whether over land or by sea, this can be made into an opportunity to create dynamic encounters. Furthermore, what might be a typical such encounter like other ships, and indeed pirate ships, might be smugglers as well. What happens when that's being smuggled decides that it doesn't like being smuggled?
Environment:
Aquatic/ Ship bourne.
Suggested level:
3-4
Description: While travelling at sea/large body of water, the watch aboard ship will spot an approaching vessel, which, by all estimates, will pass by the players ship very closely. Attempts to avoid a collision seems fruitless, as the approaching vessel seems to be weaving back and forth, almost as if anticipating the player' s ship. The movements of the approaching ship will appear erratic and odd, as if the other vessel is not completely under control.
In the end, the approaching ship will veer at the last second and come alongside, grinding ship against ship in the process. Boarding grapnels will shoot forth from the deck of the "enemy ship", and it will appear that the players' ship is about to be boarded. Once secured, the anticipated attack becomes a disorderly disembarking. The crew of the opposite ship will rush past any defenders, regardless of opportunity attacks. Their terror will be evident. The noise of panic mixed with squawking can be heard bellowing from below the decks of the other ship, with occasional loud thumps and a spray of feathers rising from the entrance to the hold below.
The ship is crewed by smugglers, hired to ship, among other things, a crate of live cockatrices. The cockatrices were in a magical stasis. What they did not know is that the crate had been weakened by mice who burrowed in search of food, who then mistakenly activated the monsters and were eaten by the cockatrices within. Awake, angry, and in full panic, these squawking monstrosities broke free of their confinement and took out their rage on the startled crew. Some of the crew have been petrified below decks.
Those that managed to escape have been desperate to escape their ship. When they saw the players vessel, they saw their chance to jump ship and escape a death by beak, claw, petrification or drowning. The crew have no interest in returning to their ship, and would rather hijack the players' vessel and make their break for freedom.
Monsters:
Smuggler pirates (6): Use "Guard" as per Monster Manual, but change armor to Studded Leather and change weapons to Scimitar and Dagger Smuggler captain(1): Use "Bandit Captain" as per Monster Manual. Cockatrices (4): Standard as per Monster Manual. Use as many as needed to create panic. Three or four is fair. More if needed.
Complications: The cockatrices have laid eggs that could hatch at any time. The attacking ship, if abandoned, might well become a floating "island sanctuary" for a whole flock of cockatrices. This might become it's own wandering encounter if left alone. The monstrosities will survive on the rats aboard ship at first, then seagulls and other waterfowl when those run out. If the cockatrices pursue the escaping crew aboard the player's vessel, an egg or two might be laid there as well for future encounters.
If the players' vessel has food stores that would attract a cockatrice, there's a decent chance that one or more might stow away aboard the players' ship as well.
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