Solar
Solar
Travel Scenery
Travel Scenery
The world is a fascinating place and across their journeys the adventurers are bound to see some things that are interesting or extraordinary yet pose no threat or danger. Narrators can use travel scenery to heighten the sense of adventure and mystery, introduce new quests, or tweak them to help guide a wayward party back to an important task they’ve left unfinished.
Try the Travel Scenery Tool! ⇨
Travel Scenery (d100)
1 A flock of birds wheels and dives in the air, staying within sight for most of the day.
2 The ground shakes as some kind of burrowing creature passes beneath.
3 An old battlefield littered with skeletons and rusty weapons.
4 A giant tree, towering above those around it, stands lifeless and dead, charred and burned.
5 A great flying creature such as a dragon or wyvern passes overhead.
6 Strange voices are heard overnight while at camp, but no sign of anyone is discovered.
7 An eclipse takes pace, plunging the adventurers into darkness for several minutes.
8 A stone circle, some remnant of an ancient religion.
9 A ruined keep covered in ivy stands at the side of the road.
10 A corpse hangs from a tree, clearly having been hanged for some reason.
11 A beautiful waterfall cascades in a picturesque scene.
12 Barrow mounds where ancient warriors were laid to rest spread sense of unease.
13 A large fallen tree blocks passage across the road.
14 An ancient paved road from a civilization long before any in recorded history.
15 The inert bodies of a family that have been killed and gnawed upon.
16 A deserted farm whose owners clearly left in a hurry—there is still livestock there.
17 A friendly stray dog accompanies the adventurers for a while.
18 A strange waterfall which flows upwards.
19 Unusual tracks indicate the passage of some rare monster.
20 A bridge crosses a chasm with a sign that reads, “Beware of the troll.” There is no troll.
21 An overturned wagon contains spoiled provisions and there are no owners in sight.
22 An area of trees and bushes clearly ravaged by some kind of disease.
23 A ranger stands in a clearing, clearly having been turned to stone.
24 A tree decorated with humanoid skulls.
25 A majestic white falcon leads the PCs through a shortcut and then vanishes.
26 The corpse of a well-equipped adventurer still in their armor with a sword in hand.
27 A great skull of some kind of massive giant, covered with moss and home to small critters.
28 A shallow grave with notice atop it which reads, “This is the fate of thieves and liars.”
29 Wolves howl in the distance all throughout the night.
30 The remains of a campsite that was clearly recently used.
31 An oversized rusted greatsword embedded in a stone.
32 Ornate spires made of magically-hardened ice rise from the ground.
33 A great face carved into the side of a cliff.
34 A wooden stick clearly marks the site of a buried object.
35 A large statue of a well-known god or hero overlooks the route.
36 A hot spring provides an opportunity for a bath.
37 A riderless horse, still saddled, walks down the road.
38 A swarm of insects, dense enough to be almost opaque, hovers for no apparent reason.
39 Distant and strange lights flash and move in the sky.
40 An obelisk or stone pillar etched with eldritch runes.
41 A rare plant is found, though any herbal concoctions it might be used in are the purvey of only expert alchemists.
42 The sounds of battle can be heard, but nothing can be seen and there are no recent signs of conflict.
43 An unusual quiet falls—all is still, the animals remain silent, and no wind disturbs the air.
44 The adventurers discover the corpse of a powerful monster—a dragon, giant, or similar.
45 The air becomes suddenly chill, even in the height of summer.
46 A giant eagle swoops down on some small woodland creature and carries it off into the distance.
47 The blackened and burned remnants of a roadside inn.
48 A massive fallen tree riddled with fungal growths of unusual size.
49 A moldering shipwreck paradoxically hangs in the treetops far from any body of water.
50 Several low hills that look suspiciously like giant tortoises overgrown with bush and bracken.
51 A thunderstorm in the distance that seems strangely unmoving and persists longer than usual.
52 A boulder-sized obsidian sphere floats a few yards above low and scattered ruins.
53 A massive, 100 foot tall iron colossus lies almost peacefully against a mountain.
54 A hilltop graveyard covered in colorful flowering vines. Cheerful ravens squawk from atop the ancient headstones in the noonday sun.
55 The current of a turbulent river creates numerous tiny rainbows in the spray.
56 A half-finished cathedral to a forgotten god sits covered in moss.
57 An angelic being appears, loudly blesses a holy site, and disappears.
58 Ghostly spirits go about ancient daily routines in silence.
59 Water is paradoxically drawn up from a lake into a cloud overhead.
60 An ancient roadside inn that is immaculately maintained yet oddly empty.
61 Two castles on adjacent hilltops stand watch over a river running between them.
62 Vividly-colored fish swim in a nearby body of water.
63 A child’s joyous laughter echoes from the bottom of a well.
64 A herd of massive herbivores slowly ambles across an open field, grazing as they go.
65 An old windmill sits atop a hill outside a town, its blades slowly turning even when there is no breeze.
66 The outline of a door carved into a rock face.
67 A stone altar standing alone on a small hill.
68 An area of devastation caused by two huge monsters fighting. There is blood aplenty but no bodies.
69 A smooth circular crater—the obvious result of a magical explosion—with a broken staff at its center.
70 An empty wooden chest clearly pulled from the hole in the ground next to it.
71 A collection of 17 trees that are perfectly identical in size and shape all the way down to their leaves.
72 A 100 foot long perfectly straight groove in the ground, a few inches wide and several feet deep. It starts and ends abruptly.
73 A monument to an ancient battle honoring the dead. The monument is clean though the battleground is long overgrown.
74 A set of wards constructed at a crossroads purporting to keep fiends away.
75 A carved statue of such exquisite quality that it looks as though it was a living person turned to wood. If removed it becomes brittle and quickly loses its details.
76 A stand of trees burning endlessly without being consumed.
77 A deep well which appears to be bottomless.
78 A pool of water which seems to be impossibly clean and clear.
79 Disused ancient roads lie partially overgrown.
80 A strange grove where all sound seems to be muted and a sense of peace pervades.
81 A tall, narrow stone tower, 100 feet high, seemingly empty and standing alone on the landscape.
82 A 30 foot wide eldritch rune burned into the ground.
83 A herd of pegasi flies overhead.
84 Ambulatory plant creatures slowly trudge along a well-worn route, following the change of seasons.
85 Clouds that bear an uncanny resemblance to monsters float overhead.
86 Ancient monument commemorating an armistice that combines the aesthetics of two different peoples.
87 An abandoned carriage gutted of everything that might have value.
88 A luxurious inn purporting pleasurable company, though no other customers seem to have been enticed inside.
89 A talking and interactive figment that flamboyantly points the way to a magical shop.
90 A shrubbery.
91 A fortified bridge that spans a chasm over a river of lava.
92 An empty cart firmly stuck in a pothole. Removing the cart breaks its axle.
93 The ground nearby is littered with scores of small holes the size of a person’s fist.
94 A perfectly square stone as big as a cauldron.
95 The shredded remains of a snare that a creature has recently escaped from.
96 An ancient signpost by the road naming a couple towns and their distances.
97 Further down the road the air seems to waver as if from heat despite lacking the warmth necessary for such an effect.
98 A child’s top spins on a boulder, sometimes dancing to here or there across the rocky surface—but if left alone it never stops.
99 An almost absurdly long line of ferrets darts across the party’s path and quickly scampers out of sight.
100 The skies high overhead rumble as if the gods were in violent conflict, but the clouds do not rain or strike with lightning.
Social Encounters
Social Encounters
Social encounters can be randomly rolled along with monster encounters and exploration challenges. Individual names and heritages for people met on the road can be chosen or rolled randomly. The Narrator should embellish the encounters as needed, and should feel free to reject any which are not suitable for the current environment.
Try the Social Encounter Tool! ⇨
Random NPC Names (1d20)
1 Athur
2 Bacca
3 Bertram
4 Bozur
5 Daro
6 Dunk
7 Erendel
8 Galan
9 Hodar
10 Huebald
11 Jasmine
12 Jissard
13 Kito
14 Larion
15 Mara
16 Naphak
17 Otto
18 Perra
19 Thorne
20 Theodor
Random NPC Heritage (1d20)
1–2 Dragonborn
3–5 Dwarf
6–8 Elf
9 Gnome
10–11 Halfling
12–14 Human
15–16 Orc
17 Planetouched
18–19 Mixed heritage (roll twice, ignoring this result)
20 Roll on the Unusual NPC Heritage table
Unusual NPC Heritage (1d12)
1 Bugbear
2 Centaur
3 Faerie
4 Gnoll
5 Goblin
6 Hobgoblin
7 Kobold
8 Lizardfolk
9 Lycanthrope
10 Minotaur
11 Ogre
12 Satyr
Random Social Encounters (1d100)
1 An escaped convict looking for refuge.
2 A knight looking for her lost love.
3 A squad of guards who think that the adventurers are evil or ne’er-do-wells.
4 A noble retinue which demands the party stand aside.
5 A stranded merchant with a badly damaged wagon they need help repairing.
6 A dying warrior with a dire warning.
7 A group of children curious about the way the adventurers look.
8 A shepherd whose flock is blocking the way.
9 An apprentice wizard seeking willing participants for testing spells.
10 A doomsayer preaching an impending apocalypse.
11 A boastful young squire keen to join the party.
12 An angry farmer who claims the adventurers are trespassing.
13 A circus wagon headed to the nearest town.
14 A wineseller drunk on his own wares.
15 A procession bearing the corpse of a famous knight home.
16 A ranger who demands to know the party’s identities.
17 A royal messenger with an urgent missive.
18 A child who has run away from home.
19 A bounty hunter tracking elusive prey.
20 A cheerful bard who won’t be quiet.
21 A noble who takes easy offense and settles things with duels.
22 A cleric who tries to convert the adventurers to their religion.
23 A toll station which charges 1 gold per traveler.
24 A pair of halflings on their own epic quest.
25 An elderly wizard traveling to a fair where they can display their fireworks.
26 An elderly villager who has lost something valuable and is desperately searching for it.
27 A marching army column on its way to or from a battle.
28 A down-on-their-luck adventurer who tries to sell the party some of their gear.
29 An adventurer with a cursed item which can only be passed on willingly.
30 An old acquaintance of one of the adventurers. Are they enemy or ally?
31 A lone traveler who has lost their memory.
32 An archeologist digging for lost treasure.
33 A friendly group who offer to share a campsite.
34 A group of monks on a pilgrimage to a holy shrine.
35 An adventurer full of arrows, badly wounded by a bandit raid.
36 A mercenary company looking for work.
37 A hungry beggar offering information in exchange for food.
38 A party of refugees from a war or battle.
39 A saddled horse with a few crossbow bolts stuck in its hide and harness, its rider nowhere to be seen.
40 A chain gang overseen by a stern guard.
41 A young, fresh-faced adventurer on their first journey out of town, determined to return a hero.
42 A merchant selling dubious potions.
43 A drunken man on the road mistakes one of the adventurers for a long-lost son or daughter.
44 A bandit whose gang has been killed—they have escaped with their lives and some small treasures.
45 An alchemist searching for a rare component.
46 An animal-trainer leading a huge beast.
47 A group of low-level bandits who know better than to mess with the party.
48 A band of dwarven workers singing a jaunty song.
49 A farmer seeking his strayed livestock.
50 A group of adventurers on a different quest.
51 An adventurer solemnly burying a fallen companion.
52 A doomed plague victim with only hours to live.
53 A truly heroic and noble knight that ardently follows the ideals of chivalry.
54 A foppish and condescending noble who looks down his nose at adventurers.
55 A docile, intelligent monster or giant sitting by the side of the road.
56 A frantic fortune-teller approaches to say they saw the adventurers in their dreams.
57 A cryptic merchant peddling bizarre wares in exchange for secrets.
58 A guide warning of danger ahead that might be easily avoided—for a fee.
59 A gnome putting their finishing touches on some construction of esoteric and frightening design.
60 A rainstorm blows in, but a circle of dry calm surrounds a hooded traveler as they pass.
61 A robed man waves at the party from a tower in the distance, a structure that does not appear on any maps or recollections of recent travel nearby.
62 A knight jousting at a windmill who is convinced the structure is a mimic in disguise.
63 A confused and bloody man staggers towards the party from a scuffed arcane circle marked out for a recently completed ritual.
64 A starving family begs the party for money or food.
65 A lone knight keen to test their mettle seeks directions to the nearest monster of ill repute.
66 A small woodland creature wearing a tiny golden crown stares at the party imploringly from the oddly lush flora that surrounds it.
67 A noble’s richly appointed carriage imperiously passes by.
68 An upset merchant insists that one of the adventurers has stolen from them.
69 A child with an injured animal in their arms frantically looking for help.
70 A con artist presents a lucrative investment opportunity.
71 A funeral procession moves solemnly down the road.
72 A novelist traveling in hopes of finding the perfect inspiration
73 A friendly dragon who just awoke from a lengthy slumber and is curious about current events.
74 A group of adventurers looking for the cure to a plague ravaging another part of the world.
75 A group of bounty hunters looking for a target and convinced the party must know something.
76 A forester argues animatedly with a druid.
77 Settlers on their way to or just starting out on a new claim ask for directions, help, or information about the local culture.
78 A friendly, eager, old peddler with a colorful and overfull cart of bizarre goods for sale.
79 A group of knights and priests on the hunt for some supernatural evil ask passersby for information.
80 A local vintner giving away samples of their latest (mediocre) wine in an attempt to drum up business.
81 A very conscientious troll working to do maintenance on his bridge.
82 A group of faeries that invite the adventurers to come dance with them.
83 A disguised young nobleman, slumming it with some local toughs, looks to fit in with the lower classes and may try to intimidate or schmooze the party.
84 A child is crying by the side of the road because their kitty Muffles is stuck in the wall of their house.
85 An extremely cheerful old lady enthusiastically greets the adventurers and tries to sell them her apples.
86 A cart has gone into a pothole and seems to be firmly stuck. The carter and their spouse are having a raging argument as to whose fault it was.
87 A pair of boots can be seen sticking out from under a hedgerow just off the road, and the sounds of snoring nearby are very, very loud.
88 At a crossroads a disheveled youth paces back and forth, clutching a fiddle and muttering to themself.
89 A dog races up to the adventurers and barks furiously, then runs off before coming back and barking some more. This pattern repeats several times.
90 From a ditch at the side of the road the party hears a groan. Looking more closely they can spot a bloodied and battered figure lying in the bottom of the ditch.
91 A couple of artists debating over how to approach a new project and roping in passersby to weigh in.
92 A pair of hopelessly lost planar travelers looking for directions. They don’t speak Common.
93 Food vendor aggressively hawking something unusual and delicious.
94 Parents frantically searching for a lost child.
95 Work crew holding together something that broke unexpectedly and in desperate need of some extra pairs of hands.
96 A festival that’s in full swing—tipsy locals may try to rope the party into celebratory events, push local cuisine on them, or prank them.
97 People search the site of a recent battle for survivors and possibly loot.
98 A crier loudly proclaims an unpopular new decree to much grumbling and heckling.
99 A group of traveling minstrels offer to share their campsite and entertain the adventurers while passing on news and rumors.
100 A river can only be crossed by way of the ferryman who asks each traveler for a single silver coin.
Boons and Discoveries
Boons and Discoveries
When the adventurers overcome a great obstacle or are triumphant in the face of a difficult struggle they deserve to be rewarded. Boons and discoveries are a different way for Narrators to reward the party, and although they sometimes result in coin or an enchanted trinket, their greater purpose is to make journeys all the more memorable.
When the party gains a boon or discovery, the Narrator can invent one or roll 1d10 on the following table. Note that not all boons and discoveries are appropriate for all tiers of play, and the Narrator should reroll when a reward is too powerful (for a lower tier party) or insignificant (for higher tier adventurers).
Try the Boons & Discoveries Tool! ⇨
Boons and Discoveries (1d10)
1 Animal: An animal accompanies the adventurers for the rest of this region.
2 Blessing: The adventurers receive divine or local favor.
3 Follower: The adventurers gain a temporary follower who aids them in some way.
4 Herbs and Medicinals: The adventurers find some rare herbs or medicinals .
5 Route: The adventurers discover a shortcut, reducing their journey time by 1 day (to a minimum of 1 day).
6 Secret: The adventurers learn some rare or secret information.
7 Shelter: The adventurers find a cave or other location which can be used as a haven.
8 Supply: The adventurers find Supply equal to 1d4 + 1 Supply per adventurer.
9 Treasure: These discoveries are either coins, valuables, or magic items.
10 Other: Roll on the Unusual Items table.
Animal
Animals which accompany the adventurers typically do so for as long as they remain in this region. The animal assists in combat, uses its senses and other abilities to aid the adventurers, and if large enough will allow the adventurers to use it as a mount. When bloodied, a boon animal flees.
The Challenge Rating of the animal is based on the region’s tier. Select one animal appropriate to the environment, or one animal per adventurer from a lower tier.
A boon animal does not generally possess intelligence greater than those of a regular animal of its type, but there is a 50% chance that an animal understands basic commands and engages in crude attempts at communication.
Flying animals such as birds are especially good at warning adventurers of impending danger, and additionally grant advantage on ability checks made to avoid being surprised .
The Narrator is encouraged to invent colorful or thematic ways for the animal to be introduced. Some examples follow.
- A bear cub or other young animal follows the party.
- A hunting hawk tangled in a branch because of the jesses on its legs. If freed, the party gains its loyalty.
- A flock of birds takes off and flies in an ominous pattern, accompanying the adventurers and warning of danger.
- A large feline stretches, yawns, and moves its tail aside to reveal kittens.
- Cow wearing a bell engraved with the name ‘Osiress, Death to all She Sees’.
- A very plump rodent is stuck in its burrow. If freed it loyally follows the party.
- The party finds well-trained mounts or labor animals (one per adventurer) appropriate to their environment such as axe beaks in grasslands, camels in a desert, elephants in the jungle, or giant spiders in Underland, but no sign of the beasts’ previous tenders. The creatures return home when released or left unmonitored.
- A court of fey have been watching the adventurers from afar and are amused by their success, rewarding each of them with giant elks that are loyal mounts until the party leaves the region.
Boon Animals Examples
Tier 0 (CR 0 0–½)
Ape
,
axe beak
,
baboon
,
black bear
,
camel
,
cat
,
eagle
,
wolf
Tier 1 (CR 1–2) Brown bear , dire wolf , giant eagle , giant spider , hippogriff , lion , raptor , tiger , giant boar , polar bear , giant elk , saber-toothed tiger
Tier 2 (CR 3–4) Ankylosaurus , griffon , winter wolf , elephant
Tier 3 (CR 5–6) Mammoth , triceratops
Tier 4 (CR 7–8) Giant ape , tyrannosaurus rex
Blessing
The gods are pleased with the party’s actions. These boons are sometimes the result of divine favor, or sometimes reflect approval of local communities.
Blessing Boons (1d12)
1 The adventurers discover an enchanted spring. When a creature consumes water directly from the spring, for the next hour it gains advantage on Strength checks and doubles its carrying capacity. Water that is bottled or otherwise stored for later retains this blessing for only 1 hour.
2 Spirit who wants to give the adventurers a gift. The item appears to be extremely mundane, but has an immense situational benefit (such as an arrow of dragon slaying or waterskin with a secret compartment holding a potion of superior healing ).
3 Something the party did not intend frees a trapped spirit or undoes an ancient curse, granting each of them good fortune for 1 week. While an adventurer has good fortune, the next time they roll a natural 1 on a d20 they reroll the die, expending their good fortune.
4 The party witnesses an aurora in the night sky that rejuvenates them, granting the benefits of a long rest after they complete their next short rest.
5 Butterflies follow the party. If an adventurer holds out a finger, a butterfly lands on it and they gain an expertise die on their next saving throw . Once 1d4+1 butterflies have granted this boon the rest disappear.
6 The next time the party uses healing magic the location around them becomes a holy site infused with radiant power. The faithful begin traveling far and wide to rest at this site. Any living creature that spends 24 hours in the area regains 2d4 hit points.
7 One adventurer finds an important trophy or trinket that grants them inspiration (though they lose the keepsake after the inspiration is used).
8 An air elemental impressed by the party lightens their burdens. Each adventurer increases their Speed by 5 feet until the next time they finish a short or long rest .
9 The adventurers find a book filled with stories about their quests and successes. Once per week, a new paragraph appears on its pages and after reading it one PC gains an expertise die on an ability check (whichever member of the party chooses to use it first).
10 One of the adventurers gets bitten by an insect that leaves a wound in a geometric shape which won’t go away. The next time they fail a Wisdom saving throw against a spell, they succeed instead and the bite mark disappears.
11 Clouds of pollen (well known to locals) permanently stain the cuffs and hems of the party’s clothing. The party gains an expertise die on Charisma checks made against people local to the area.
12 Some people that witnessed the adventurers overcome the obstacle tell everyone about it, and for the next month the PCs gain an expertise die on Charisma checks made in this region.
Follower
To randomly flesh out the follower’s heritage, name, and other details, see Social Encounters. The expertise of the follower is based on the region’s tier (tier 0–1: inexperienced, tier 2–3: seasoned, tier 4: expert). A boon follower typically remains with the party until they leave the current region.
Boon Followers (1d20)
1 Apothecary
2 Bodyguard
3 Cook
4 Diviner
5 Footpad
6 Healer
7 Interpreter
8 Minstrel
9 Porter
10 Sage
11 Smith
12 Squire
13 Teamster
14 Torchbearer
15 The party meets a traveling trade caravan or circus which journeys with them, sharing their meals in exchange for help on the road and the security offered in numbers.
16 The party gains a fan who asks them for a new story or autograph or souvenir at every turn. This might be a merchant, a young traveler, or just a commoner in a town that gets a lot of foot traffic. While the fan is with them, the adventurers’ Prestige rating is increased by 1 point.
17 The ghost of a fallen traveler finds the party and haunts them, pulling harmless pranks such as blowing off their hats and scaring their pack animals. Despite this, the ghost warns the party of danger and can answer questions about the region.
18 A friendly nature spirit takes a liking to the party and leads them towards safe paths with pleasant smells or other signs or wards them away from danger with bad odors or noises. While in this region, the adventurers gain an expertise die on Survival checks made to find their way.
19 A pixie decides to tag along with the party until it gets bored.
20 A wandering knight travels with the party for a while, regaling them with stories about their heroic deeds.
Herbs and Medicinals
The party discovers a small patch of vegetation that can be harvested and used as an herbal remedy or potion.
Herbs and Medicinal Discoveries (1d20)
1 1d4 doses of adderwort which can be prepared to make adderwort roots.*
2 1d6 doses of fairy cap.
3 1d6 doses of ironwood acorn.*
4 1d4 doses of lavender which can be crushed into lavender paste.*
5 10 doses of spiderbulb which can be made into pressed spiderbulb.*
6 1d4 doses of sycamore, the petals of which can be made into a poultice.*
7 1d6 doses of yewclaw which can be prepared to make dried yewclaw bark.*
8 1 dose of antitoxin.*
9 1 rare magewrist flower. When a creature uses a bonus action to inhale the flower’s magical pollen, the next spell it casts within 1 minute increases in range by one step (from self to touch, touch to short, and so on). The spell must have a casting time of 1 action.
10 2d4 flower blossoms with healing properties. A creature can use a bonus action to eat one of the blossoms and regain 1d6 hit points.
11 1 very rare dose of angelus root which can cure any nonmagical disease.*
12 1 dose of moon clovers, which undead cannot come within 10 feet of. Once picked, this plant permanently loses its efficacy in 1 week.
13 A patch of 1d4 saffron lilies. A creature can use a bonus action to eat a saffron lilly and gain resistance to poison damage for one hour.
14 2d4 fireroots. It takes an hour to crush and prepare one of these warm, red roots, but when ingested they provide immunity to the effects of cold weather until the creature has taken a long rest.
15 Leeches sufficient to fill one jar.
16 A mix of rare ingredients which can be combined to make a single dose of laudanum.*
17 Roots which can be pulped to make a medicinal salve.*
18 A rare combination of plants which form a single basic healing potion .*
19 A rare combination of plants which form a single greater healing potion .*
20 A rare combination of plants which form a single superior healing potion .*
*These plants must be prepared before use, which requires 1 hour and a DC 10 Intelligence (Nature) check.
Route
The adventurers discover a shortcut, reducing their journey time by 1 day (to a minimum of 1 day).
Route Discoveries (1d6)
1 The stars align showing unique paths when a map is held up to the sky.
2 An animal shows the adventurers a new route.
3 Discarded backpack with a local map, a distant map, and a frontier map. One of these maps depicts the region around the adventurers.
4 Runes or glyphs carved into nearby trees or rocks point out a shortcut.
5 A local tells the adventurers of a better path.
6 Unusual tracks reveal a secret path.
Secret
Something mysterious is revealed to the party.
Secret Discoveries (1d12)
1 The adventurers find a warning of dangers in the area etched into stone or painted on a wooden sign. For the rest of the day the party cannot be surprised by monsters.
2 Half-filled out or outdated map (roll 1d4: on a 1–2 it’s a frontier map, on a 3 it’s a distant map, and on a 4 it’s a local map) that is only useful half of the time. If the map is useful and local, it can be used as a Route result.
3 Wizard’s spellbook containing either four 1st-level spells, a 1st-level spell and 3rd-level spell, two 2nd-level spells, or one 4th-level spell. These spells are chosen by the Narrator.
4 Letter containing a piece of information that would be very valuable in the right hands.
5 Old journal containing scandalous rumors about acquaintances that was written by the current governor of a local town decades ago when she was a young woman.
6 Map case containing an accurate map of an unexplored location (roll 1d4: on a 1–2 it’s a frontier map, on a 3 it’s a distant map, and on a 4 it’s a local map). There is a slit in it as if a knife was driven through it to mark a point. If the map is local, it can be used as a Route result.
7 Someone has carved a prophecy into the bark of a tree.
8 One of the adventurers receives a dream with information about an item, locale, or creature they’ve been seeking.
9 A spirit that has been bound to the area since losing its life there is finally freed and as thanks it answers one question for the party (as the divination spell but with a plain and straightforward response).
10 The adventurers pick up a few basic phrases of the local language if they do not already know it, making it easier for them to communicate simple concepts.
11 The adventurers uncover an ancient stone carving that has a prophecy etched out in an obscure language, and when deciphered it reveals something useful for their current quest.
12 The secret formula to a rare spell etched in the walls of a cave.
Shelter
These discovered shelters can all be used as havens .
Discovered Shelters (1d10)
1 A homestead belonging to a married couple of halfling ranchers. They offer to sell common supplies to the party (none of which has a cost greater than 10 gold).
2 A warm, dry cave, safe from the elements and monsters.
3 A massive dead tree with a hollowed-out interior that is comfortable.
4 A tranquil grove protected by a dryad .
5 A sailing vessel that makes for a perfect place to take shelter in.
6 A shortcut that just so happens to go by an inn or trading post.
7 A ruined temple which radiates an aura of comfort and peace.
8 An abandoned cottage or farmhouse. There is no sign of the occupants, who clearly left a long time ago.
9 An old military fort or watchtower built by some conquering army or ancient civilization.
10 A tiny village of fey folk who offer the adventurers a night’s food and rest.
Supply
The adventurers find Supply equal to 1d4 + 1 Supply per adventurer. Roll 1d10 to determine the nature of the Supply.
Discovered Supply (1d10)
1 A grove of edible mushrooms.
2 A prime fishing spot.
3 Prey dangling from a hunter’s snare.
4 Tracks from either hooves or paws lead to a stream of clear, potable water.
5 A well-tended campsite with food and a friendly note.
6 A berry bush with ripe and very tasty pieces of filling fruit.
7 A smashed wagon.
8 An abandoned hut with a stocked larder.
9 An animal leads the adventurers to a cache of nuts and berries.
10 A friendly adventuring party offers the adventurers a meal at their camp.
Treasure
Roll on the treasure table for a Challenge Rating equal to the CR of the encounter or challenge, or of the average character level. The table below can be used to describe how the treasure is revealed to the adventurers.
Discovered Treasure (1d8)
1 Coins lead to a dropped coin purse or other treasure.
2 Travelers whose lives were made easier by the actions of the adventurers give them treasure as thanks.
3 Desiccated remains of an adventuring party. There may be clues to what they were doing.
4 A shepherd or other local who witnessed the party’s success gives them rare treasures.
5 An animal leads the adventurers to a hidden cache.
6 A wagon stands abandoned with scorch marks and multiple arrows embedded in it.
7 An adventurer receives a vision from a pleased god or powerful being, who claims to have hidden a surprise along their path.
8 The adventurers spot a symbol on their map that they hadn’t noticed before. It leads to a cache of buried treasure.
Other
The value of an unusual item is based on the region’s tier (tier 0: 50 gold, tier 1: 150 gold, tier 2: 600 gold, tier 3: 1,500 gold, tier 4: 4,000 gold).
Unusual Items (1d100)
1–3 Pocket watch that tells perfect time and never needs to be wound.
4–6 Portable sundial made with gilded wood. Anyone carrying the sundial always knows what time it is while the sun is up.
7–9 Sheet music to a rousing song that when played inspires great confidence in those who hear it. The performer chooses any number of creatures that can hear them. These creatures gain an expertise die on the next ability check, attack roll, or saving throw they make before the beginning of the performer’s next turn. Once performed, the sheet music burns up out of existence and further performances of the song have no benefit.
10–12 A half dozen thick vines that are 20 feet long and as strong as hemp rope (roll separately for each vine). The vines dry out after 1 week unless treated daily with water by a druid or ranger.
13–15 Strange mechanical device that walks about after being wound, delighting children and often adults as well.
16–18 Beautiful lute with a recognizably noble name engraved on the handle in a sturdy leather case.
19–21 Sentient magical ring of uncommon rarity. It is blind and able to communicate with any creature wearing it, but it has a rather abrasive personality and no other magical properties.
22–24 Trees offer ripened sweet fruits that are a desired trade item with local cultures, though they spoil within 1d4 days of being plucked.
25–27 Mysterious chunk of ore that has never been encountered before worth gold when melted down.
28–30 A single silver bell. When a creature uses an action to ring it, an otherworldly guide and vehicle appear to transport the party (as the teleport spell). After the first time it is rung the bell loses any magical properties.
31–33 The adventurers find a plant with 1d4+2 leaves that are Huge-sized, durable (AC 15, 12 hit points), lightweight (1 pound), and waterproof. After 1 week the leaves harden in whatever shape they have been kept in.
34–36 Mask made from simple materials that turns the wearer’s head into that of an animal common to the region. While wearing the mask, an adventurer gains an expertise die on Animal Handling checks made against that type of animal.
37–39 The uniform of local law enforcement or security, or the raiments of a local religious sect—perfect for disguises.
40–42 Unbroached cask of a rare gnomish mead.
43–45 Beautiful lute with a recognizably noble name engraved on the handle in a sturdy leather case.
56–48 Abandoned length of silk rope that seems perfectly serviceable measuring 60 feet.
49–51 A shadow on a tree stump and refracted sunlight give away the presence of an invisible dagger.
52–54 Explorer's pack that also has a natural magnetic stone, ball bearings, a pouch full of talc, a mirror, and a curious glass prism.
55–57 An adventurer stumbles into a honey bee hive but none of the insects attack them. The hive makes 1 gold worth of honey each month, and if destroyed the insects inside spill out in a swarm to surround the adventurer for 10 minutes, granting half cover and damaging creatures within reach.
58–60 The adventurers acquire a fundamental piece of planar essence from another dimension. The form it takes—an elemental gem , an imp , a sentient thought—is at the Narrator’s discretion.
61–63 The party stumbles upon a witch’s hut. Its owner (use mage statistics) takes a liking to one of the adventurers—if they return her advances, they awaken the next morning healed of all curses and diseases .
64–66 A minstrel witnessed the adventurers’ success. For the next month, whenever the party is in a tavern roll 1d20. On a result of 17 or higher they hear a performer sing their own exploits, albeit much exaggerated, and when their presence becomes known their drinks are free.
67–69 Breadcrumb trail that when followed leads to a pair of young siblings who are hopelessly lost. They are the children of rich nobles who will reward the adventurers handsomely.
70–72 A cadre of constructs sit around a flame made of bizarre energies—not fire but cold, necrotic, psychic, thunder, or another type of energy. When a weapon spends 1 minute or longer placed in the flame, for the next 24 hours it deals an extra 1d6 fire damage on a hit. Before they will share their strange flame however, the constructs want their mechanical engine fueled first.
73–75 Single, divinely perfect and surprisingly large feather that inspires awe in all who see it.
76–78 At the end of their next long rest, each member of the party finds a playing card in their pocket that depicts a skill or tool kit they are proficient with. An adventurer can use a bonus action to pull out the playing card and gain an expertise die when they make an ability check using the depicted skill or tool kit, after which the playing card disappears.
79–81 Shedded crystalline antler.
82–84 Gaming set that contains dice and the rules for a game that is about to become a popular local pastime.
85–87 Locket containing a portrait of a lovely tiefling.
88–90 A bizarre skull that seems not of this world.
91–93 Unmistakably beloved wedding ring half-buried in the muck. An engraving on the inside reads “K+R”.
94–96 Seeds from a rare or unidentifiable plant.
97–100 The next time one of the adventurers casts a spell, instead of its normal effects the spell takes on a life of its own! The living spell has an AC of 10 + spell level, hit points equal to spell level × 10, a fly speed equal to spell level × 5 feet (hover), and a 10 in each ability score. A cantrip counts as a 1st-level spell. In addition, the living spell can cast itself a number of times equal to 10 – spell level, using the spell attack bonus or spell save DC of the adventurer that originally cast it. Until it fades away the next time the sun sets, the living spell becomes an ally of the party (controlled by the Narrator).
Wartorn Kingdom
Wartorn Kingdom
An occupied nation, or one amidst a civil war, is a dubious place populated with aggressive soldiers, desperate commoners, and merciless opportunists. Adventurers journeying through this region have many social encounters, combat encounters against NPCs, and both circumstance and natural terrain exploration challenges as they navigate the country in conflict.
Terrains. Any.
Tiers. Nascent counties skirmishing against one another might merit tier 1, but when larger nations take umbrage against one another they usually merit being tier 2 or even tier 3.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow. The Narrator may substitute a weather roll based on the terrain (like rolling a Lofty Mountains weather roll in a Wartorn Kingdom in a mountain range).
Journey Activities. The Busk journey activity is made with disadvantage due to the wary and suspicious nature of other travelers.
Wartorn Kingdom Exploring Tier 0
1
Apprentice mage
(monster)
2–3
Blinding blizzard
(exploration)
4–5
Bandit
(monster)
6–7
Commoner
(monster)
8–9
Cultist
(monster)
10–19
Travel scenery
20–21
Cutthroat
(monster)
22–23
Draft horse
(monster)
24–25
Giant rat
(monster)
26–27
Bridge of stones
(exploration)
28–29
Gnoll
(monster)
30–31
Goat
(monster)
32–34
Goblin
(monster)
35–37
Counterfeit goods
(exploration)
38–41
Guard
(monster)
42
Kobold
(monster)
43–45
Mastiff
(monster)
46–48
End of hibernation
(exploration)
49–51
Minstrel
(monster)
52–54
Noble
(monster)
55–57
Ogrekin
(monster)
58–60
Forested hills
(exploration)
61–63
Pony
(monster)
64–66
Priest
(monster)
67–68
Rat
(monster)
69–70
Hail storm
(exploration)
71–72
Riding horse
(monster)
73–74
Scarecrow
(monster)
75–76
Soldier
(monster)
77–78
Haze
(exploration)
79–80
Spy
(
cutthroat
variant) (monster)
81–82
Swarm of rats
(monster)
83–84
Lost item
(exploration)
85–86
Thug
(monster)
87–88
Warhorse
(monster)
89–99
Social encounter
100
Pests
(exploration)
Wartorn Kingdom Exploring Tier 1
1
Counterfeit goods
(exploration)
2–3
Aboleth thrall
(monster)
4–5
Acolyte
(monster)
6–7
Ankheg
(monster)
8–17
Travel scenery
18–19
Bandit captain
(monster)
20–21
Commoner mob
(monster)
22–23
Cult fanatic
(monster)
24–25
End of hibernation
(exploration)
26–27
Doppelganger
(monster)
28–29
Ghost
(monster)
30–31
Goblin boss
or
goblin warlock
(monster)
32–34
Stampede
(exploration)
35–36
Green hag
(monster)
37–38
Guard squad
(monster)
39–41
Half-red dragon veteran
(monster)
42
Flood
(exploration)
43–45
Knight
(monster)
46–48
Kobold broodguard
or
kobold sorcerer
(monster)
49–51
Malcubus
(monster)
52–54
Labyrinthine ravines
(exploration)
55–56
Ogrekin
(monster)
57–58
Peryton
(monster)
59–61
Priest
(monster)
62–63
Mushroom ring
(exploration)
64–66
Pugilist
(monster)
67–68
Scarecrow
(monster)
69–70
Soldier
(monster)
71–72
Pests
(exploration)
73–74
Spy
(cutthroat variant) (monster)
75–76
Thug
(monster)
77–78
Veteran
(monster)
79–80
Private property
(exploration)
81–82
Wereboar
(monster)
83–84
Wererat
(monster)
85–86
Werewolf
(monster)
87–88
Thunderstorm
(exploration)
89–99
Social encounter
100
Dense fog
(exploration)
Wartorn Kingdom Exploring Tier 2
1
Aboleth thrall
(monster)
2–3
Alchemist
(monster)
4–5
Cursed temple
(exploration)
6–7
Ankheg queen
(monster)
8–9
Assassin
(monster)
10–15
Travel scenery
16–17
Bandit captain
(monster)
18–19
Cambion
(monster)
20–21
Dense fog
(exploration)
22–23
Champion warrior
(monster)
24–25
Crime boss
(monster)
26–27
Flimsy rope bridge
(exploration)
28–29
Doppelganger
(monster)
30–31
Ghost
(monster)
32–34
Hail deluge
(exploration)
35–36
Gladiator
(monster)
37–38
Guard squad
(monster)
39–41
Lethal outgassing
(exploration)
42
Half-shadow dragon assassin
(monster)
43–45
High priest
(monster)
46–48
Rot grubs
(monster)
49–51
Holy knight
(monster)
52–54
Shattered earth
(exploration)
55–56
Invisible stalker
(monster)
57–58
Khalkos spawn
(monster)
59–61
Mage
(monster)
62–63
Thundering stampede
(exploration)
64–66
Malcubus
(monster)
67–68
Medusa
(monster)
69–70
Tornado
(exploration)
71–72
Night hag
(monster)
73–74
Ogre mage
(monster)
75–76
Voracious pests
(exploration)
77–78
Revenant
(monster)
79–80
Soldier squad
(monster)
81–82
White elk
(exploration)
83–84
Spymaster
(
assassin
variant) (monster)
85–86
Wraith
(monster)
87–88
Wild magic zone
(exploration)
89–99
Social encounter
100
Caught in the crossfire
(exploration)
Wartorn Kingdom Exploring Tier 3
1
Archmage
(monster)
2–4
Archpriest
(monster)
5–7
Ascetic grandmaster
(monster)
8–10
Bridge of sorrow
(exploration)
11–13
Assassin
(monster)
16–19
Champion warrior
(monster)
20–25
Crime boss
(monster)
26–28
Travel scenery
29–31
Fire giant
(monster)
32–34
High priest
(monster)
35–37
Caught in the crossfire
(exploration)
38–39
Holy knight
(monster)
40–41
Invisible stalker
(monster)
42
Khalkos
(monster)
43–45
Choking smoke
(exploration)
46–48
Knight captain
(monster)
49–51
Night hag
(monster)
52–54
Malcubus
(monster)
55–57
Cursed waterway
(exploration)
58–61
Ogre mage
(monster)
62–64
Soldier squad
(monster)
65–69
Rakshasa
(monster)
70–73
Perilous cliff path
(exploration)
74–76
Soldier squad
(monster)
77–79
Vampire
(monster)
80–82
Werebear
(monster)
83–85
Primordial tornado
(exploration)
86–87
Wereboar
(monster)
88–89
Werewolf
(monster)
90–91
Wraith
(monster)
92–99
Social encounter
100
Divine war
(exploration)
Wartorn Kingdom Exploring Tier 4
1–5
Perilous cliff path
(exploration)
6–10
Arcane blademaster
(monster)
11–16
Travel scenery
17–22
Archmage
(monster)
23–28
Divine war
(exploration)
29–34
Archpriest
(monster)
35–39
Forest fire
(exploration)
40–45
Ascetic grandmaster
(monster)
46–51
God corpse
(exploration)
52–57
Khalkos
(monster)
58–63
Hallowed ground
(exploration)
64–69
Master assassin
(monster)
70–75
Hellscape
(exploration)
76–81
Vampire
(monster)
82–87
Killing cloud
(exploration)
88–92
Wraith lord
(monster)
93–100
Social encounter
Unrelenting Marsh
Unrelenting Marsh
So named because time seems to slow to a crawl while traversing its swamps, this area is rife with dangerous predators, lethal fauna, and ground best left untrusted. Adventurers journeying through this region have frequent combat encounters, a few social encounters, and many natural terrain exploration challenges.
Terrains. Forest, grassland, hills, jungle, ruins, settlement, swamp, temple, tomb, water.
Tiers. Swamp regions with friendly inhabitants might be tier 1, but more hostile places (oft ruled over by ancient dragons or worse) can easily be tier 4.
Weather. 1–5 clear, 6–8 overcast, 9–15 rain, 16–25 mist.
Hard to Hoof. Mounts and pack animals are unable to travel at a fast pace or gallop pace. Additionally, wheeled vehicles cannot travel faster than a crawl.
Journey Activities. Plants harvested during a journey activity are typically very rare. Adventurers gain an expertise die on checks made to Harvest, but on a critical failure the plants are carnivorous, and the adventurer suffers one level of fatigue .
Unrelenting Marsh Exploring Tier 0
1
Awakened shrub
(monster)
2–3
Bandit
(monster)
4–5
Berserker
(monster)
6–7
Bloodhawk
(monster)
8–17
Travel scenery
18–19
Boggard
(monster)
20–21
Bugbear
(monster)
22–23
Cockatrice
(monster)
24–25
Constrictor snake
(monster)
26–27
Bridge of stones
(exploration)
28–29
Crocodile
(monster)
30–31
Druid
(monster)
32–34
Dryad
(monster)
35–37
Ettercap
(monster)
38–41
Counterfeit goods
(exploration)
42
Flying snake
(monster)
43–45
Ghoul
(monster)
46–48
Giant constrictor snake
(monster)
49–51
Giant frog
(monster)
52–54
End of hibernation
(exploration)
55–57
Giant lizard
(monster)
58–60
Giant rat
(monster)
61–63
Giant spider
(monster)
64–65
Lizardfolk
(monster)
66–68
Falling net
(exploration)
69–70
Merrow
(monster)
71–72
Poisonous snake
(monster)
73–74
Pteranodon
(monster)
75–76
Shrieker
(monster)
77–78
Haze
(exploration)
79–80
Stirge
(monster)
81–82
Swarm of insects
(monster)
83–84
Swarm of poisonous snakes
(monster)
85–86
Swarm of rats
(monster)
87–88
Lost item
(exploration)
89–91
Violet fungus
(monster)
92–93
Will-o-wisp
(monster)
94–99
Social encounter
100
Pests
(exploration)
Unrelenting Marsh Exploring Tier 1
1–4
Allosaurus
(monster)
5–8
Ankylosaurus
(monster)
9–12
Bandit captain
(monster)
13–16
Banshee
(monster)
17–21
Travel scenery
22–25
Boggard
(monster)
26–29
Bugbear chief
(monster)
30–33
Ettercap
(monster)
34–37
Bridge of stones
(exploration)
38–41
Ettin
(monster)
42–45
Fey knight
(monster)
46–49
Ghast
(monster)
51–54
Flood
(exploration)
55–58
Goblin boss
or
goblin warlock
(monster)
59–62
Green hag
(monster)
63–66
Kobold broodguard
or
kobold sorcerer
(monster)
67–70
Pests
(exploration)
71–74
Lizardfolk
(monster)
75–78
Merrow
(monster)
79–82
Ogre
(monster)
83–85
Quicksand
(exploration)
86–88
Warrior band
(monster)
89–91
Weretiger
(monster)
92–94
Thunderstorm
(exploration)
95–99
Social encounter
100
Dense fog
(exploration)
Unrelenting Marsh Exploring Tier 2
1–3
Acid field
(exploration)
4–6
Alchemist
(monster)
7–9
Blackguard
(monster)
10–12
Boggard sovereign
(monster)
13–15
Travel scenery
16–18
Champion warrior
(monster)
19–21
Cyclops
(monster)
22–24
Dead man’s fingers
(monster)
25–27
Dense fog
(exploration)
28–30
Diplodocus
(monster)
31–33
Giant crocodile
(monster)
34–36
Half-shadow dragon assassin
(monster)
37–39
Lethal outgassing
(exploration)
40–42
Hydra
(monster)
43–45
Lizardfolk chosen one
(monster)
46–48
Mage
(monster)
49–51
Marsh gas
(exploration)
52–54
Night hag
(monster)
55–57
Ogre mage
(monster)
58–60
Otyugh
(monster)
61–63
Rot grubs
(exploration)
64–66
Revenant
(monster)
67–69
Scarecrow harvester
(monster)
70–72
Shambling mound
(monster)
73–75
Sinkhole
(exploration)
76–78
Strider
(monster)
79–81
Treant
(monster)
82–84
Triceratops
(monster)
85–87
Tornado
(exploration)
88–90
Troll
(monster)
91–92
Tyrannosaurus rex
(monster)
93–94
Voracious pests
(exploration)
95–99
Social encounter
100
Sunspots
(exploration)
Unrelenting Marsh Exploring Tier 3
1–4
Tornado
(exploration)
5–9
Adult black dragon
(monster)
10–13
Banshee
(monster)
14–18
Travel scenery
19–21
Boggard sovereign
(monster)
22–26
Cyclops
(monster)
27–31
Choking smoke
(exploration)
32–36
Diplodocus
(monster)
37–41
Forgotten god
(monster)
42
Cursed waterway
(exploration)
43–47
Night hag
(monster)
48–53
Ogre mage
(monster)
55–60
Fey Glade
(exploration)
61–65
Rakshasa
(monster)
66–71
Treant
(monster)
72–76
Primordial tornado
(exploration)
77–81
Troll
or
dread troll
(monster)
82–87
Tyrannosaurus rex
(monster)
88–92
Sunspots
(exploration)
93–99
Social encounter
100
Corrupted druid grove
(exploration)
Unrelenting Marsh Exploring Tier 4
1–10
Ancient black dragon
(monster)
11–20
Adult black dragon lich
(monster)
21–25
Travel scenery
26–36
Faerie noble
(monster)
37–47
Corrupted druid grove
(exploration)
48–58
Rakshasa
(monster)
59–69
God corpse
(exploration)
70–80
Treant
(monster)
81–90
Troll
or
dread troll
(monster)
91–94
Killing cloud
(exploration)
95–100
Social encounter
Underland Realm
Underland Realm
There is no map—even among the subterranean cultures that dwell within—that accurately depicts all of these enormous tunnels, which range from natural caverns and dwarven mines to shadow elf cities. Adventurers journeying through this region have combat encounters, some social encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.
Terrains. Forest, jungle, laboratory, ruins, settlement, subterranean, swamp, temple, tomb, water.
Tiers. It’s unusual for these regions to be less than tier 2.
Weather. 1–16 clear, 17–25 mist.
Resonant. Adventurers gain an expertise die on sound-based Perception checks.
Unstable. When an adventurer creates a force that would disturb a non-stoneworked area (an explosion, loud sound, or shaping the structure of the cave through magic), roll 1d20. On a result of 20 the activity causes a cave-in. One passageway in the cave is filled with fallen rocks 20 feet wide.
Underland Realm Exploring Tier 0
1
Bridge of stones
(exploration)
2–3
Aboleth thrall
(monster)
4–5
Ankheg spawn
(monster)
6–7
Azer
(monster)
8–9
Darkmantle
(monster)
10–11
Ettercap
(monster)
12–19
Travel scenery
20–21
Flumph
(monster)
22–23
Gelatinous cube
(monster)
24–25
Giant bat
(monster)
26–27
Giant centipede
(monster)
28–29
Giant fire beetle
(monster)
30–31
Falling net
(exploration)
32–34
Giant poisonous snake
(monster)
35–37
Giant rat
(monster)
38–41
Giant spider
(monster)
42–43
Gibbering mouther
(monster)
44–45
Gray ooze
(monster)
46–48
Haze
(exploration)
49–51
Grick
(monster)
52–54
Grimlock
(monster)
55–57
Magmin
(monster)
58–60
Mimic
(monster)
61–63
Ochre jelly
(monster)
64–66
Lost item
(exploration)
67–68
Piercer
(monster)
69–70
Rust monster
(monster)
71–72
Shadow
(monster)
73–74
Shrieker
(monster)
75–76
Stirge
(monster)
77–78
Poorly-repaired tunnel
(exploration)
79–80
Swarm of bats
(monster)
81–82
Swarm of poisonous snakes
(monster)
83–84
Swarm of rats
(monster)
85–86
Troglodyte
(monster)
87–88
Violet fungus
(monster)
89–90
Stampede
(exploration)
91–99
Social encounter
100
Pit trap
(exploration)
Underland Realm Exploring Tier 1
1
Poorly-repaired tunnel
(exploration)
2–3
Aboleth thrall
(monster)
4–5
Ankheg
(monster)
6–7
Azer
(monster)
8–9
Basilisk
(monster)
10–17
Travel scenery
18–19
Black pudding
(monster)
20–21
Darkmantle
(monster)
22–23
Doppelganger
(monster)
24–25
Ettercap
(monster)
26–27
Flood
(exploration)
28–29
Ettin
(monster)
30–31
Gelatinous cube
(monster)
32–34
Gibbering mouther
(monster)
35–36
Goblin
(monster)
37–38
Labyrinthine ravines
(exploration)
39–41
Green hag
(monster)
42
Grick
(monster)
43–45
Grimlock
(monster)
46–48
Intellect devourer
(monster)
49–51
Mushroom ring
(exploration)
52–54
Kobold
(monster)
55–56
Magmin
(monster)
57–59
Mimic
(monster)
60–61
Minotaur
(monster)
62–63
Pests
(exploration)
64–66
Ochre jelly
(monster)
67–69
Ogrekin
(monster)
70–72
Phase spider
(monster)
73–75
Piercer
(monster)
76–78
Pit trap
(exploration)
79–81
Shadow
(monster)
82–84
Troglodyte
(monster)
85–86
Warrior band
(monster)
87–88
Wererat
(monster)
89–90
Quicksand
(exploration)
91–92
Wight
(monster)
93–99
Social encounter
100
Lethal outgassing
(exploration)
Underland Realm Exploring Tier 2
1–2
Ankheg queen
(monster)
3–4
Azer forgemaster
(monster)
5–6
Acid field
(exploration)
7–8
Black pudding
(monster)
9–10
Cloaker
(monster)
11–16
Travel scenery
17–18
Dead man’s fingers
(monster)
19–20
Doppelganger
(monster)
21–22
Cursed temple
(exploration)
23–24
Drider
(monster)
25–26
Earth elemental
(monster)
27–28
Dense fog
(exploration)
29–30
Fomorian
(monster)
31–32
Giant earth elemental
(monster)
33–34
Enchanted statue
(exploration)
35–36
Giant grick
(monster)
37–38
Green hag
(monster)
39–41
Flash flood
(exploration)
42
Guardian naga
(monster)
43–45
Hydra
(monster)
46–48
Lethal outgassing
(exploration)
49–51
Intellect devourer
(monster)
52–54
Medusa
(monster)
55–57
Magical overgrowth
(exploration)
58–59
Night hag
(monster)
60–61
Ogre
(monster)
62–63
Marsh gas
(exploration)
64–66
Ogre mage
(monster)
67–68
Otyugh
(monster)
69–70
Rockfall
(exploration)
71–72
Piercer
(monster)
73–74
Revenant
(monster)
75–76
Rolling sphere
(exploration)
77–78
Roper
(monster)
79–80
Salamander
(monster)
81–82
Rot grubs
(exploration)
83–84
Salamander nymph
(monster)
85–86
Spirit naga
(monster)
87–88
Sinkhole
(exploration)
89–90
Warrior band
(monster)
91–92
Xorn
(monster)
93–94
Thundering stampede
(exploration)
95–99
Social encounter
100
Spinning walls
(exploration)
Underland Realm Exploring Tier 3
1
Bridge of sorrow
(exploration)
2–4
Aboleth
(monster)
5–7
Adult amethyst dragon
(monster)
8–10
Adult emerald dragon
(monster)
11–16
Travel scenery
17–19
Adult sapphire dragon
(monster)
20–22
Adult shadow dragon
(monster)
23–25
Behir
(monster)
26–28
Caught in the crossfire
(exploration)
29–31
Cloaker
(monster)
32–34
Divi
(monster)
35–37
Drider
(monster)
38–39
Choking smoke
(exploration)
40–41
Fomorian
(monster)
42
Forgotten god
(monster)
43–45
Guardian naga
(monster)
46–48
Cursed waterway
(exploration)
49–51
Medusa queen
(monster)
52–54
Minotaur champion
(monster)
55–57
Murmuring worm
(monster)
58–61
Endless plummet
(exploration)
62–64
Night hag
(monster)
65–69
Ogre mage
(monster)
70–73
Otyugh
(monster)
74–76
Perilous cliff path
(exploration)
77–79
Purple worm
(monster)
80–82
Salamander
(monster)
83–84
Spirit naga
(monster)
85–86
Sphere of annihilation
(exploration)
87–88
Troll
or
dread troll
(monster)
89–90
Ur-otyugh
(otyugh variant) (monster)
91–92
Xorn
(monster)
93–94
Spinning walls
(exploration)
95–99
Social encounter
100
Malfunctioning planar portal
(exploration)
Underland Realm Exploring Tier 4
1
Sphere of annihilation
(exploration)
2–8
Aboleth
(monster)
9–16
Ancient amethyst dragon
(monster)
17–21
Travel scenery
22–30
Ancient emerald dragon
(monster)
31–38
Adult black dragon lich
(monster)
39–47
God corpse
(exploration)
48–55
Divi
(monster)
56–63
Empyrean
(monster)
64–71
Killing cloud
(exploration)
72–79
Hobgoblin warlord
(monster)
80–88
Salamander noble
(monster)
89–95
Malfunctioning planar portal
(exploration)
96–100
Social encounter
Urban Township
Urban Township
From mighty sprawling cities to smaller bustling towns, these areas are full of people—and more people means more accidents, more conflict, and more action. Adventurers journeying through urban areas have many social encounters, combat encounters against NPCs, and both circumstance and constructed terrain exploration challenges.
Terrains. Settlement, sewer, temple.
Tiers. Metropolises can be as high as tier 4 and small towns as low as tier 1.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Breakable Surroundings. A critical failure on a Strength or Dexterity check results in destruction of property, angering the owner of said property.
Journey Activities. Adventurers gain an expertise die on checks made to Busk or Rob.
Urban Township Exploring Tier 0
1
Aboleth thrall
(monster)
2
Acolyte
(monster)
3–4
Apprentice mage
(monster)
5–6
Counterfeit goods
(exploration)
7–8
Bandit
(monster)
9–10
Cat
(monster)
11–12
Commoner
(monster)
13–25
Travel scenery
26
Cult fanatic
(monster)
27–28
Cultist
(monster)
29–30
Cutthroat
(monster)
31–32
Falling net
(exploration)
33–34
Gargoyle
(monster)
35–36
Giant rat
(monster)
37–40
Guard
(monster)
41–42
Hail storm
(exploration)
43–44
Imp
(monster)
45–46
Mastiff
(monster)
47–48
Minstrel
(monster)
49–50
Haze
(exploration)
51–52
Noble
(monster)
53–54
Soldier
(monster)
55–56
Spy
(
cutthroat
variant) (monster)
57–58
Lost item
(exploration)
59–60
Steam mephit
(monster)
61–62
Swarm of rats
(monster)
63–64
Thug
(monster)
65–66
Public ceremony
(exploration)
67–68
Wererat
(monster)
69–99
Social encounter
100
Dark alleys
(exploration)
Urban Township Exploring Tier 1
1
Aboleth thrall
(monster)
2–3
Bandit captain
(monster)
4–5
Commoner mob
(monster)
6–7
Counterfeit goods
(exploration)
8–9
Cutthroat
(monster)
10–11
Doppelganger
(monster)
12–19
Travel scenery
20–21
Gargoyle
(monster)
22–23
Ghost
(monster)
24–25
Goblin boss
or
goblin warlock
(monster)
26–27
Collapsing roof
(exploration)
28–29
Guard squad
(monster)
30–31
Half-red dragon veteran
(monster)
32–34
Knight
(monster)
35–36
Dark alleys
(exploration)
37–38
Kobold broodguard
or
kobold sorcerer
(monster)
39–41
Malcubus
(monster)
42
Flood
(exploration)
43–45
Minstrel
(monster)
46–48
Noble
(monster)
49–51
Pests
(exploration)
52–54
Priest
(monster)
55–56
Pugilist
(monster)
57–59
Private property
(exploration)
60–61
Soldier
(monster)
62–63
Thug
(monster)
64–66
Rooftop run
(exploration)
67–69
Veteran
(monster)
70–71
Wereboar
(monster)
72–73
Urban blaze
(exploration)
74–75
Wererat
(monster)
76–77
Werewolf
(monster)
78–79
Urban quake
(exploration)
80–99
Social encounter
100
Forge, foundry, and factory
(exploration)
Urban Township Exploring Tier 2
1
Alchemist
(monster)
2–3
Collapsing roof
(exploration)
4–5
Assassin
(monster)
6–7
Bandit captain
(monster)
8–9
Bulette
(monster)
10–17
Travel scenery
18–19
Cambion
(monster)
20–21
Champion warrior
(monster)
22–23
Crime boss
(monster)
24–25
Cursed temple
(exploration)
26–27
Doppelganger
(monster)
28–29
Gargoyle
(monster)
30–31
Ghost
(monster)
32–34
Dense fog
(exploration)
35–36
Gladiator
(monster)
37–38
Guard squad
(monster)
39–41
Half-red dragon veteran
(monster)
42–43
Forge, foundry, and factory
(exploration)
44–45
Half-shadow dragon assassin
(monster)
46–48
High priest
(monster)
49–51
Holy knight
(monster)
52–54
Rot grubs
(exploration)
55–56
Khalkos spawn
(monster)
57–58
Malcubus
(monster)
59–61
Pugilist
(monster)
62–63
Sinkhole
(exploration)
64–66
Revenant
(monster)
67–69
Soldier squad
(monster)
70–71
Veteran
(monster)
72–73
Tornado
(exploration)
74–75
Werebear
(monster)
76–77
Wereboar
(monster)
78–79
Wraith
(monster)
80–81
Voracious pests
(exploration)
82–99
Social encounter
100
Choking smoke
(exploration)
Urban Township Realm Exploring Tier 3
1
Archmage
(monster)
2–4
Archpriest
(monster)
5–7
Ascetic grandmaster
(monster)
8–10
Assassin
(monster)
11–16
Travel scenery
17–19
Cambion
(monster)
20–22
Champion warrior
(monster)
23–25
Crime boss
(monster)
26–28
High priest
(monster)
29–31
Caught in the crossfire
(exploration)
32–34
Holy knight
(monster)
35–37
Khalkos
(monster)
38–39
Knight captain
(monster)
40–43
Malcubus
(monster)
43–45
Choking smoke
(exploration)
46–48
Ogre mage
(monster)
49–51
Rakshasa
(monster)
52–54
Soldier squad
(monster)
55–57
Vampire
(monster)
58–61
Primordial tornado
(exploration)
62–64
Veteran
(monster)
65–69
Werebear
(monster)
70–73
Wereboar
(monster)
74–76
Werewolf
(monster)
77–79
Sunspots
(exploration)
80–81
Wraith
(monster)
82–99
Social encounter
100
Killing cloud
(exploration)
Urban Township Exploring Tier 4
1–6
Travel scenery
6–12
Arcane blademaster
(monster)
13–19
Archmage
(monster)
20–24
Archpriest
(monster)
25–31
Ascetic grandmaster
(monster)
32–38
Holy knight
(monster)
39–45
Khalkos
(monster)
46–51
Killing cloud
(exploration)
52–57
Knight captain
(monster)
58–63
Master assassin
(monster)
64–69
Rakshasa
(monster)
70–75
Vampire
(monster)
76–81
Wraith
(monster)
82–85
Wraith lord
(monster)
86–100
Social encounter
Tangled Forest
Tangled Forest
From temperate forests and woodlands which harbor bandit encampments to lush tropical jungles home to giant apes and mighty dinosaurs, these regions are covered with trees and undergrowth. Adventurers journeying through regions like this contend with frequent monster encounters and natural terrain and supernatural exploration challenges.
Terrains. Forest, jungle, mountains, ruins, settlement, subterranean, swamp, temple, tomb.
Tiers. Tangled Forests often range from tier 1 through tier 4. At tier 1, a Tangled Forest might be the forest home of a band of outlaws or bandits, while higher tiers might feature dinosaurs, dragons, giant insects, and ancient traps.
Weather. 1–6 clear, 7–14 mist, 15–20 rain, 21–25 snow.
Natural Camouflage. Adventurers gain an expertise die on Stealth checks.
Heavy Undergrowth. Ranged attacks beyond 15 feet are made with disadvantage .
Journey Activities. When making a check to Harvest or to Hunt and Gather, an adventurer rolls with advantage .
Tangled Forest Exploring Tier 0
1
Ape
(monster)
2–3
Awakened tree
(monster)
4–5
Awakened shrub
(monster)
6–7
Baboon
(monster)
8–15
Travel scenery
16–17
Bloodhawk
(monster)
18–19
Bugbear
(monster)
20–21
Cockatrice
(monster)
22–23
Constrictor snake
(monster)
24–25
Cult fanatic
(monster)
26–27
Cultist
(monster)
28–29
Drop bear
(monster)
30–31
Druid
(monster)
32–33
Bridge of stones
(exploration)
34–35
Dryad
(monster)
36–37
Flying snake
(monster)
38–40
Frog
(monster)
41–43
Giant frog
(monster)
44–48
Giant lizard
(monster)
49–51
Giant poisonous snake
(monster)
52–53
Giant spider
(monster)
54–55
Giant toad
(monster)
56–57
Falling net
(exploration)
58–59
Harpy
(monster)
60–61
Lizard
(monster)
62–63
Lizardfolk
(monster)
64–65
Lizardfolk druid
(monster)
66–70
Forested hills
(exploration)
71–72
Ogrekin
(monster)
73–74
Panther
(monster)
75–76
Poisonous snake
(monster)
77–78
Haze
(exploration)
79–80
Pteranodon
(monster)
81–82
Swarm of insects
(monster)
83–84
Swarm of poisonous snakes
(monster)
85–86
Tiger
(monster)
87–88
Stampede
(exploration)
89–91
Warrior
(monster)
92–99
Social encounter
100
Quicksand
(exploration)
Tangled Forest Exploring Tier 1
1–3
Allosaurus
(monster)
4–6
Ankylosaurus
(monster)
7–9
Bandit captain
(monster)
10–13
Basilisk
(monster)
14–21
Travel scenery
22–24
Boggard
(monster)
25–28
Bugbear chief
(monster)
29–31
Couatl
(monster)
32–34
Flood
(exploration)
35–37
Green dragon wyrmling
(monster)
38–41
Elephant
(monster)
42–46
Pests
(exploration)
47–49
Green hag
(monster)
50–54
Pit trap
(exploration)
55–58
Lizardfolk
(monster)
59–62
Lizardfolk druid
(monster)
63–66
Manticore
(monster)
67–70
Ogre
(monster)
71–74
Owlbear
(monster)
75–77
Scout
(monster)
78–80
Quicksand
(exploration)
81–83
Warrior band
(monster)
84–86
Weretiger
(monster)
87–92
Thunderstorm
(exploration)
93–99
Social encounter
100
Cursed temple
(exploration)
Tangled Forest Exploring Tier 2
1–3
Acid field
(exploration)
4–6
Alchemist
(monster)
7–9
Boggard sovereign
(monster)
10–13
Travel scenery
14–15
Champion warrior
(monster)
16–17
Diplodocus
(monster)
18–22
Cursed temple
(exploration)
23–25
Giant ape
(monster)
26–28
Guardian naga
(monster)
29–33
Dense fog
(exploration)
34–35
Mage
(monster)
36–37
Medusa
(monster)
38–40
Enchanted statue
(exploration)
41–42
Necromancer
(
mage
variant) (monster)
43–45
Owlbear recluse
(elite) (monster)
46–48
Flash flood
(exploration)
49–52
Shambling mound
(monster)
53–56
Treant
(monster)
57–60
Flimsy rope bridge
(exploration)
61–63
Triceratops
(monster)
64–66
Troll
(monster)
67–68
Lethal outgassing
(exploration)
69–71
Tyrannosaurus rex
(monster)
72–74
Lizardfolk chosen one
(monster)
75–76
Wood elf sharpshooter
(
strider
variant) (monster)
77–79
Marsh gas
(exploration)
80–82
Poison darts
(exploration)
83–85
Wyvern
(monster)
86–88
Young green dragon
(monster)
89–91
Rot grubs
(exploration)
92–94
Voracious pests
(exploration)
95–99
Social encounter
100
Cursed Waterway
(exploration)
Tangled Forest Exploring Tier 3
1–5
Cursed waterway
(exploration)
6–10
Travel scenery
11–16
Ankylosaurus
(monster)
17–22
Adult green dragon
(monster)
23–28
Endless plummet
(exploration)
29–35
Boggard sovereign
(monster)
36–42
Corrupted unicorn
(
unicorn
variant) (monster)
43–48
Poison needle
(exploration)
49–54
Dire tyrannosaurus rex
(elite) (monster)
55–59
Dread troll
(monster)
60–64
Primordial tornado
(exploration)
65–70
Guardian naga
(monster)
71–76
Medusa queen
(monster)
77–81
Sphere of annihilation
(exploration)
82–87
Rakshasa
(monster)
88–94
Ogre mage
(monster)
95–99
Social encounter
100
Corrupted druid grove
(exploration)
Tangled Forest Exploring Tier 4
1–8
Ancient green dragon
(monster)
9–15
Travel scenery
16–23
Dread troll
(
troll
variant) (monster)
24–31
Corrupted druid grove
(exploration)
32–39
Faerie noble
(monster)
40–47
God corpse
(exploration)
48–55
Rakshasa
(monster)
56–63
Forest fire
(exploration)
64–71
Treant
(monster)
72–79
Hallowed ground
(exploration)
80–87
Troll
(monster)
88–95
Killing cloud
(exploration)
96–100
Social encounter
Rolling Grasslands
Rolling Grasslands
There is great prosperity among the people that call these fields and rolling hills home. Adventurers journeying through this region have frequent social encounters, few combat encounters, and several circumstance exploration challenges.
Terrains. Grassland, hills, ruins, settlement, subterranean, temple, tomb.
Tiers. These plains and hills tend to be tier 1 and 2 regions, with threats from bandits , goblin tribes, or wild animals.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Journey Activities. Adventurers gain advantage on checks made to Chronicle, Gossip, Harvest, and Rob.
Rolling Grasslands Exploring Tier 0
1
Ankheg
(monster)
2
Ankheg spawn
(monster)
3–4
Bridge of stones
(exploration)
5
Bandit
(monster)
6–7
Bloodhawk
(monster)
8–22
Travel scenery
23
Bugbear
(monster)
24
Druid
(monster)
25
Counterfeit goods
(exploration)
26–27
Eagle
(monster)
28–29
Ettercap
(monster)
30–31
Enchanted windmill
(exploration)
32–34
Gnoll
(monster)
35–37
Goat
(monster)
38–41
End of hibernation
(exploration)
42
Goblin
(monster)
43–45
Harpy
(monster)
46–48
Falling net
(exploration)
49–51
Hippogriff
(monster)
52–54
Hobgoblin
(monster)
55–57
Forested hills
(exploration)
58–60
Kobold
(monster)
61–63
Ogrekin
(monster)
64–66
Hail storm
(exploration)
67–69
Pegasus
(monster)
70–71
Peryton
(monster)
72–73
Haze
(exploration)
74–75
Poisonous snake
(monster)
76–77
Satyr
(monster)
78–79
Landslide
(exploration)
80
Scarecrow
(monster)
81
Stirge
(monster)
82
Lost item
(exploration)
83–84
Wolf
(monster)
85
Stampede
(monster)
86–99
Social encounter
100
Thunderstorm
(exploration)
Rolling Grasslands Exploring Tier 1
1
Ankheg queen
(monster)
2–3
Bandit captain
(monster)
4–5
Bridge of stones
(exploration)
6–7
Basilisk
(monster)
8–21
Travel scenery
22–23
Bugbear chief
(monster)
24–25
Doppelganger
(monster)
26–27
End of hibernation
(exploration)
28–29
Druid
(monster)
30–31
Ettercap
(monster)
32–34
Ettin
(monster)
35–36
Stampede
(exploration)
37–38
Flying lion
(monster)
39–41
Ghast
(monster)
42
Goblin boss
or
goblin warlock
(monster)
43–44
Flood
(exploration)
45–46
Griffon
(monster)
47–48
Guard squad
(monster)
49–51
Labyrinthine ravines
(exploration)
52–54
Half-red dragon veteran
(monster)
55–56
Hobgoblin captain
(monster)
57–58
Jackalwere
(monster)
59–61
Mushroom ring
(exploration)
62–63
Knight
(monster)
64–66
Kobold broodguard
or
kobold sorcerer
(monster)
67–68
Lamia
(monster)
69–70
Pests
(exploration)
71–72
Manticore
(monster)
73–74
Ogre
(monster)
75–76
Private property
(exploration)
77–78
Owlbear
(monster)
79–80
Priest
(monster)
81–82
Thunderstorm
(exploration)
83–84
Scout
(monster)
85–86
Veteran
(monster)
87–88
Warrior band
(monster)
89–99
Social encounter
100
Rot grubs
(exploration)
Rolling Grasslands Exploring Tier 2
1
Ankheg queen
(monster)
2–3
Cursed temple
(exploration)
4–5
Allosaurus
(monster)
6–7
Ankylosaurus
(monster)
8–17
Travel scenery
18–19
Blackguard
(monster)
20–21
Bugbear chief
(monster)
22–23
Dense fog
(exploration)
24–25
Chimera
(monster)
26–27
Cyclops
(monster)
28–29
Flash flood
(exploration)
30–31
Ettin
(monster)
32–34
Flying lion
(monster)
35–36
Flimsy rope bridge
(exploration)
37–38
Gnoll demonfang
(monster)
39–41
Gorgon
(monster)
42
Green lake
(exploration)
43–45
Griffon
(monster)
46–48
Guard squad
(monster)
49–51
Hail deluge
(exploration)
52–54
Jackalwere
(monster)
55–56
Lamia
(monster)
57–59
Magical overgrowth
(exploration)
60–61
Manticore
(monster)
62–63
Ogre mage
(monster)
64–65
Rot grubs
(exploration)
66–67
Roc juvenile
(monster)
68–69
Scarecrow harvester
(monster)
70–71
Shattered earth
(exploration)
72–73
Soldier squad
(monster)
74–75
Strider
(monster)
76–77
Thundering stampede
(exploration)
78–79
Triceratops
(monster)
80–81
Troll
(monster)
82–83
Voracious pests
(exploration)
84–85
Warrior band
(monster)
86–87
Wyvern
(monster)
88–89
Wild magic zone
(exploration)
90–99
Social encounter
100
Fey glade
(exploration)
Rolling Grasslands Exploring Tier 3
1–3
Bridge of sorrow
(exploration)
4–6
Adult river dragon
(monster)
7–9
Ankylosaurus
(monster)
10–12
Blackguard
(monster)
13–16
Travel scenery
17–19
Champion warrior
(monster)
20–22
Cyclops
(monster)
23–25
Diplodocus
(monster)
26–28
Caught in the crossfire
(exploration)
29–31
Gorgon
(monster)
32–34
Harpy
(monster)
35–37
Hobgoblin warlord
(monster)
38–39
Choking smoke
(exploration)
40–45
Holy knight
(monster)
46–48
Invisible stalker
(monster)
49–51
Knight captain
(monster)
52–54
Cursed waterway
(exploration)
55–57
Ogre mage
(monster)
58–61
Rakshasa
(monster)
62–64
Roc
(monster)
65–69
Endless plummet
(exploration)
70–73
Soldier squad
(monster)
74–76
Triceratops
(monster)
77–79
Troll
or
dread troll
(monster)
80–82
Fey glade
(exploration)
83–85
Tyrannosaurus rex
(monster)
86–88
Weretiger
(monster)
89–90
Wyvern
(monster)
91–92
Sunspots
(exploration)
93–99
Social encounter
100
Malfunctioning planar portal
(exploration)
Rolling Grasslands Exploring Tier 4
1–12
Adult gold dragon
(monster)
13–16
Travel scenery
17–26
Ancient river dragon
(monster)
27–31
Divine war
(exploration)
32–42
Hobgoblin warlord
(monster)
43–47
God corpse
(exploration)
48–60
Holy knight
(monster)
61–65
Hallowed ground
(exploration)
66–76
Rakshasa
(monster)
77–81
Malfunctioning planar portal
(exploration)
82–94
Troll
or
dread troll
(monster)
95–100
Social encounter