Fiery Hellscape
Fiery Hellscape
From active volcanoes to the hottest layers of Hell, these regions are dominated by red-hot lava flows and flaming geysers. Adventurers journeying through these regions can expect to encounter many natural terrain challenges and dangerous creatures.
Terrains. Desert, laboratory, mountains, ruins, subterranean, temple, tomb.
Tiers. These regions lend themselves towards danger and are usually tier 3 or tier 4. A higher tier Fiery Hellscape might be found on a plane of elemental fire or the volcanic domain of a red dragon. Lower tier versions of these regions are rare, but might be found naturally occurring in some places.
Weather. Uncomfortably warm.
Hot. Traveling at faster than a slow pace is dangerous in the region’s hot temperatures, and adventurers that do so suffer a level of fatigue when taking a long rest (even if they have Supply). The use of appropriate mounts (such as camels) and keeping a light pack (less than half carrying capacity) allow for adventurers to travel as fast as a normal pace without suffering fatigue during a long rest.
Unquenchable Thirst. Twice the usual amount of Supply is required when taking a long rest.
Journey Activities. Checks to Harvest or Hunt and Gather are made at disadvantage . It is not possible to Busk.
Fiery Hellscape Exploring Tier 0
1–3
Ankheg spawn
(monster)
4–5
Axe beak
(monster)
6–8
Bat
G (monster)
9–10
Cockatrice
(monster)
11–12
Cutthroat
(monster)
13–26
Travel scenery
27–29
Death dog
(monster)
30–32
Dretch
(monster)
33–35
Dust mephit
(monster)
36–38
Giant fire beetle
(monster)
39–40
Ghoul
(monster)
41–43
Haze
(exploration)
44–46
Giant wasp
(monster)
47–48
Gnoll
(monster)
49–50
Goblin
(monster)
51–53
Harpy
(monster)
54–56
Hyena
G (monster)
57–59
Imp
(monster)
60–62
Lost item
(exploration)
63–64
Jackal
(monster)
66–67
Kobold
(monster)
68–69
Lemure
(monster)
70–72
Lizard
G (monster)
73–75
Ogrekin
(monster)
76–78
Poisonous snake
G (monster)
79–81
Sea of sand
(exploration)
82–83
Pteranodon
(monster)
84–85
Skeleton
(monster)
86–88
Spider
G (monster)
89–90
Zombie
(monster)
91–99
Social Encounter
100
Labyrinthine ravines
(monster)
GOn an odd result, use the giant version of this creature instead.
Fiery Hellscape Exploring Tier 1
1–2
Ankheg
(monster)
3–4
Banshee
(monster)
5–6
Bearded devil
(monster)
7–8
Darkmantle
(monster)
9–10
Dretch
(monster)
11–12
Ghast
(monster)
13–21
Travel scenery
22–23
Ghost
(monster)
24–25
Ghoul
(monster)
26–27
Giant scorpion
(monster)
28–29
Gnoll
(monster)
30–31
Goblin boss
or
goblin warlock
(monster)
32–34
Hell hound
(monster)
35–36
Imp
(monster)
37–38
Kobold broodguard
or
kobold sorcerer
(monster)
39–41
Labyrinthine ravines
(exploration)
42–43
Lemure
(monster)
44–46
Lemure band
(monster)
47–48
Malcubus
(monster)
49–51
Shadow demon
(monster)
52–54
Thunderstorm
(exploration)
55–56
Minotaur
(monster)
57–58
Nightmare
(monster)
59–61
Ogre
(monster)
62–63
Ogre zombie
(monster)
64–66
Pests
(exploration)
67–69
Phase spider
(monster)
70–71
Quasit
(monster)
72–73
Shadow
(monster)
74–75
Skeletal champion
(monster)
76–77
Skeleton horde
(monster)
78–79
Specter
(monster)
80–81
Wight
(monster)
82–83
Zombie horde
(monster)
84–85
Zombie knight
(monster)
86–90
Quicksand
(exploration)
91–99
Social Encounter
100
Cursed temple
(exploration)
Fiery Hellscape Exploring Tier 2
1–3
Ankheg queen
(monster)
4–5
Acid field
(exploration)
6–7
Cursed temple
(exploration)
8–9
Barbed devil
(monster)
10–17
Travel scenery
18–19
Bearded devil
(monster)
20–21
Blackguard
(monster)
22–23
Dense fog
(exploration)
24–25
Enchanted statue
(exploration)
26–27
Bone devil
(monster)
28–29
Cambion
(monster)
30–31
Flimsy rope bridge
(exploration)
32–34
Chain devil
(monster)
35–36
Glabrezu
(monster)
37–38
Green lake
(exploration)
39–42
Hail deluge
(exploration)
43–45
Gnoll demonfang
(monster)
46–48
Hell hound
(monster)
49–51
Lethal outgassing
(exploration)
52–54
Hezrou
(monster)
55–56
Khalkos
(monster)
57–58
Marsh gas
(exploration)
59–61
Rot grubs
(exploration)
62–63
Khalkos spawn
(monster)
64–66
Malcubus
(monster)
67–69
Sandstorm
(exploration)
70–71
Minotaur
(monster)
72–73
Night hag
(monster)
74–75
Shattered earth
(exploration)
76–77
Tornado
(exploration)
78–79
Nightmare
(monster)
80–81
Shadow demon
(monster)
82–83
Voracious pests
(exploration)
84–85
Swarm of khalkos spawn
(monster)
86–87
Vrock
(monster)
88–93
Wild magic zone
(exploration)
94–99
Social Encounter
100
Choking smoke
(exploration)
Fiery Hellscape Exploring Tier 3
1–3
Bridge of sorrow
(exploration)
4–6
Barbed devil
(monster)
7–10
Blackguard
(monster)
11–18
Travel scenery
19–21
Bone devil
(monster)
22–23
Cambion
(monster)
24–26
Caught in the crossfire
(exploration)
27–29
Chain devil
(monster)
30–32
Erinyes
(monster)
33–35
Choking smoke
(exploration)
36–38
Glabrezu
(monster)
39–40
Hell hound
(monster)
41–43
Cursed waterway
(exploration)
44–46
Hezrou
(monster)
47–49
Horned devil
(monster)
50–52
Endless plummet
(exploration)
53–55
Fire giant
(monster)
56–58
Ice devil
(monster)
59–61
Lifeless desolation
(exploration)
62–64
Khalkos
(monster)
65–69
Malcubus
(monster)
70–73
Primordial tornado
(exploration)
74–76
Minotaur
(monster)
77–79
Minotaur champion
(monster)
80–82
Sphere of annihilation
(exploration)
83–85
Nalfeshnee
(monster)
86–88
Night hag
(monster)
89–90
Sunspots
(exploration)
91–92
Rakshasa
(monster)
93–94
Vrock
(monster)
95–99
Social Encounter
100
Malfunctioning planar portal
(exploration)
Fiery Hellscape Exploring Tier 4
1–5
Balor
(monster)
6–10
Chained One
(
chain devil
variant) (monster)
11–16
Travel scenery
17–21
Erinyes
(monster)
22–26
Horned devil
(monster)
27–31
Divine war
(exploration)
32–36
Ice devil
(monster)
37–42
Khalkos
(monster)
43–47
God corpse
(exploration)
48–54
Khalkos spawn
(monster)
55–60
Lich
(monster)
61–65
Hellscape
(exploration)
66–71
Marilith
(monster)
72–76
Nalfeshnee
(monster)
77–81
Killing cloud
(exploration)
82–87
Pit fiend
(monster)
88–94
Rakshasa
(monster)
95–98
Malfunctioning planar portal
(exploration)
99–100
Social Encounter
Feywood
Feywood
Home to faeries , sprites , dryads , nymphs, satyrs , and other fey, the animals in this forest are bold and only foolish travelers fail to respect nature as they go along their way. Adventurers journeying through regions like this contend with frequent combat encounters, social encounters, and natural terrain and supernatural exploration challenges.
Terrains. Forest, grassland, hills, jungle, mountains, ruins, settlement, subterranean, swamp, temple, tomb.
Tiers. Feywoods often range from tier 1 through tier 4. While a tier 1 Feywood presents little danger other than from wildlife and the occasional faeries, a tier 4 Feywood might be a dangerous plane like the Dreaming, or the domain of an ancient green dragon .
Weather. 1–15 clear, 16–19 mist, 20–25 rain.
Fey Promises. When an adventurer breaks a promise made in a Feywood they suffer a level of strife .
Natural Camouflage. Adventurers gain an expertise die on Stealth checks.
Journey Activities. When making a check to Harvest or to Hunt and Gather, an adventurer rolls with advantage .
Feywood Exploring Tier 0
1
Awakened shrub
(monster)
2–3
Awakened tree
(monster)
4–5
Bridge of stones
(exploration)
6–7
Badger
(monster)
8–17
Travel scenery
18–19
Black bear
(monster)
20–21
Blink dog
(monster)
22–23
End of hibernation
(exploration)
24–25
Boar
(monster)
26–27
Brown bear
(monster)
28–29
Falling net
(exploration)
30–31
Bugbear
(monster)
32–34
Centaur
(monster)
35–36
Forested hills
(exploration)
37–38
Deer
(monster)
39–41
Dire wolf
(monster)
42
Hail storm
(exploration)
43–45
Druid
(monster)
46–48
Dryad
(monster)
49–51
Haze
(exploration)
52–54
Elk
(monster)
55–56
Faerie dragon
(monster)
57–59
Landslide
] (exploration)
60–61
Giant boar
(monster)
62–63
Giant owl
(monster)
64–66
Giant weasel
(monster)
67–69
Lost item
(exploration)
70–71
Gnoll
(monster)
72–73
Ogrekin
(monster)
74–75
Peryton
(monster)
76–77
Stampede
(exploration)
78–79
Pixie
(monster)
80–81
Pseudodragon
] (monster)
82–83
Satyr
(monster)
84–85
Sprite
(monster)
86–87
Swarm of ravens
(monster)
88–99
Social Encounter
100
Quicksand
(exploration)
Feywood Exploring Tier 1
1
Awakened tree
(monster)
2–3
Bandit captain
(monster)
4–5
Bridge of stones
(exploration)
6–7
Berserker
(monster)
8–9
Bugbear chief
(monster)
10–17
Travel scenery
18–19
Doppelganger
(monster)
20–21
Druid
(monster)
22–23
Dryad
(monster)
24–25
End of hibernation
(exploration)
26–27
Ettercap
(monster)
28–29
Fey knight
(monster)
30–31
Goblin boss
or
goblin warlock
(monster)
32–34
Stampede
(exploration)
35–36
Green hag
(monster)
37–38
Hippogriff
(monster)
39–41
Flood
(exploration)
42
Hobgoblin captain
(monster)
43–45
Knight
(monster)
46–48
Kobold broodguard
or
kobold sorcerer
(monster)
49–51
Labyrinthine ravines
(exploration)
52–54
Manticore
(monster)
55–56
Minstrel
(monster)
57–58
Ogre
(monster)
59–61
Mushroom ring
(exploration)
62–63
Owlbear
(monster)
64–66
Peryton
(monster)
67–69
Pixie
(monster)
70–71
Pests
(exploration)
72–73
Satyr
(monster)
74–75
Sprite
(monster)
76–77
Pit trap
(exploration)
78–79
Veteran
(monster)
80–82
Warrior band
(monster)
83–84
Quicksand
(exploration)
85–86
Werewolf
(monster)
87–88
Thunderstorm
(exploration)
89–99
Social Encounter
100
Faerie ring
(exploration)
Feywood Exploring Tier 2
1–3
Cursed temple
(exploration)
4–5
Alchemist
(monster)
6–7
Assassin
(monster)
8–9
Berserker
(monster)
10–17
Travel scenery
18–19
Bugbear chief
(monster)
20–21
Centaur
(monster)
22–23
Chimera
(monster)
24–25
Dense fog
(exploration)
26–27
Doppelganger
(monster)
28–29
Druid
(monster)
30–31
Ettercap
(monster)
32–33
Faerie ring
(exploration)
34–35
Ettin
(monster)
36–37
Fey knight
(monster)
38–39
Giant ape
(monster)
40–42
Living land
(exploration)
43–44
Gnoll demonfang
(monster)
45–46
Gorgon
(monster)
47–48
Green hag
(monster)
49–51
Magical overgrowth
(exploration)
52–54
Mage
(monster)
55–56
Night hag
(monster)
57–60
Ogre mage
(monster)
59–61
Rot grubs
(exploration)
62–63
Owlbear
(monster)
64–65
Pegasus
(monster)
66–67
Revenant
(monster)
68–69
Voracious pests
(exploration)
70–71
Shambling mound
(monster)
72–73
Strider
(monster)
74–75
Treant
(monster)
76–77
White elk
(exploration)
78–79
Troll
(monster)
80–82
Unicorn
(monster)
83–84
Warrior band
(monster)
85–86
Wild magic zone
(exploration)
87–88
Wereboar
(monster)
89–91
Wyvern
(monster)
92–99
Social Encounter
100
Fey glade
(exploration)
Feywood Exploring Tier 3
1–4
Adult green dragon
(monster)
5–7
Archmage
(monster)
8–10
Banshee
(monster)
11–16
Travel scenery
17–19
Faerie noble
(monster)
20–22
Gorgon
(monster)
23–25
Guardian naga
(monster)
26–28
Caught in the crossfire
(exploration)
29–31
Hill giant chief
(monster)
32–34
Hobgoblin warlord
(monster)
35–37
Medusa
(monster)
38–39
Choking smoke
(exploration)
40–42
Night hag
(monster)
43–45
Ogre mage
(monster)
46–48
Rakshasa
(monster)
49–51
Cursed waterway
(exploration)
52–54
Soldier squad
(monster)
55–57
Treant
(monster)
58–61
Troll
or
dread troll
(monster)
62–64
Endless plummet
(exploration)
65–69
Unicorn
(monster)
70–73
Vampire
(monster)
74–76
Werebear
(monster)
77–79
Fey glade
(exploration)
80–82
Wereboar
(monster)
83–85
Werewolf
(monster)
86–88
Wraith lord
(monster)
89–90
Sunspots
(exploration)
91–92
Wyvern
(monster)
93–99
Social Encounter
100
Malfunctioning planar portal
(exploration)
Feywood Exploring Tier 4
1–5
Ancient green dragon
(monster)
6–10
Archmage
(monster)
11–16
Travel scenery
17–21
Faerie noble
(monster)
22–26
Hill giant chief
(monster)
27–31
Corrupted druid grove
(exploration)
32–36
Hobgoblin warlord
(monster)
37–42
Master assassin
(monster)
43–47
Forest fire
(exploration)
48–53
Rakshasa
(monster)
55–60
Treant
(monster)
61–65
Killing cloud
(exploration)
66–71
Troll
or
dread troll
(monster)
72–76
Vampire
(monster)
77–81
Malfunctioning planar portal
(exploration)
82–87
Wraith
(monster)
88–94
Wraith lord
(monster)
95–100
Social Encounter
Country Shire
Country Shire
Small villages and rural communities, often surrounded by a patchwork of farms, make for a safe and cozy existence with the most threatening events involving an angry bear harassing livestock. Adventurers journeying through this region can expect little danger, and a high number of social encounters.
Terrains. Forest, grassland, hills, settlement, subterranean, swamp, temple.
Tiers. Country Shires are usually tier 0 or tier 1 regions. Often used as the starting area in a campaign, it would be unusual to find tier 3 or 4 country shires.
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 Busk, Chronicle, Gossip, Harvest, and Rob.
Friendly Locals. Adventurers gain an expertise die on Charisma checks made against people local to the region.
Haven. The whole of this area counts as a haven . Travelers can always recover from fatigue and strife when taking a long rest, even when camping.
Country Shire Exploring Tier 0
1
Axe beak
(monster)
2–3
Badger
(monster)
4–5
Bridge of stones
(exploration)
6–7
Bandit
(monster)
8–9
Blink dog
(monster)
10–31
Travel scenery
32–33
Bloodhawk
(monster)
34–35
Centaur
(monster)
36–37
Deer
(monster)
38–39
Enchanted windmill
(exploration)
40–41
Druid
(monster)
42
Faerie dragon
(monster)
43–44
Giant badger
(monster)
45–46
End of hibernation
(exploration)
47–48
Giant poisonous snake
(monster)
49–50
Goblin
(monster)
51–52
Hawk
(monster)
53–54
Forested hills
(exploration)
55–56
Lizard
(monster)
57–58
Noble
(monster)
59–60
Hail storm
(exploration)
61–63
Poisonous snake
(monster)
64–65
River dragon wyrmling
(monster)
66–67
Haze
(exploration)
68–70
Scarecrow
(monster)
71–72
Scout
(monster)
73–74
Lost item
(exploration)
75–76
Soldier
(monster)
77–80
Public ceremony
(exploration)
81–82
Warrior
(monster)
83–84
Wolf
(monster)
85–99
Social Encounter
100
Mushroom ring
(exploration)
Country Shire Exploring Tier 1
1
Ankheg
(monster)
2–3
Bandit captain
(monster)
4–5
Bridge of stones
(exploration)
6–7
Bugbear
(monster)
8–9
Doppelganger
(monster)
10–27
Travel scenery
28–29
Druid
(monster)
30–31
Ettin
(monster)
32–33
Counterfeit goods
(exploration)
34–35
Ghast
(monster)
36–37
Ghost
(monster)
38–39
Enchanted windmill
(exploration)
40–41
Ghoul
(monster)
42
Goblin boss
or
goblin warlock
(monster)
43–44
End of hibernation
(exploration)
45–46
Griffon
(monster)
47–48
Guard squad
(monster)
49–51
Stampede
(exploration)
52–54
Harpy
(monster)
55–57
Hobgoblin captain
(monster)
58–59
Flood
(exploration)
60–61
Jackalope
(monster)
62–63
Jackalwere
(monster)
64–65
Labyrinthine ravines
(exploration)
66–67
Knight
(monster)
68–69
Kobold broodguard
or
kobold sorcerer
(monster)
70–71
Mushroom ring
(exploration)
72–73
Lamia
(monster)
74–75
Manticore
(monster)
76–77
Pests
(exploration)
78–79
Ogre
(monster)
80–81
Phase spider
(monster)
82–83
Private property
(exploration)
84–85
Veteran
(monster)
86–87
Warrior band
(monster)
88–89
Thunderstorm
(exploration)
90–99
Social Encounter
100
Green lake
(exploration)
Country Shire Exploring Tier 2
1–3
Alchemist
(monster)
4–5
Dense fog
(exploration)
6–7
Ankheg queen
(monster)
8–9
Bandit captain
(monster)
10–17
Travel scenery
18–19
Berserker
(monster)
20–21
Blackguard
(monster)
22–23
Faerie ring
(exploration)
24–25
Bugbear chief
(monster)
26–27
Bulette
(monster)
28–29
Flash flood
(exploration)
30–31
Champion warrior
(monster)
32–34
Cyclops
(monster)
35–36
Green lake
(exploration)
37–38
Doppelganger
(monster)
39–42
Flying lion
(monster)
43–45
Hail deluge
(exploration)
46–47
Griffon
(monster)
48–49
Half-red dragon veteran
(monster)
50–51
Living land
(exploration)
52–54
High priest
(monster)
55–56
Hill giant
(monster)
57–59
Magical overgrowth
(exploration)
60–61
Manticore
(monster)
62–63
Owlbear
(monster)
64–65
Rot grubs
(exploration)
66–67
Pegasus
(monster)
68–69
Revenant
(monster)
70–71
Sinkhole
(exploration)
72–73
Scarecrow harvester
(monster)
74–75
Soldier squad
(monster)
76–77
Voracious pests
(exploration)
78–79
Stone giant
(monster)
80–81
Strider
(monster)
82–83
White elk
(exploration)
84–85
Warrior band
(monster)
86–87
Werebear
(monster)
88–89
Wild magic zone
(exploration)
90–91
Wyvern
(monster)
92–99
Social Encounter
100
Fey glade
(exploration)
Country Shire Exploring Tier 3
1–4
Adult copper dragon
(monster)
5–7
Blackguard
(monster)
8–10
Cambion
(monster)
11–16
Travel scenery
17–19
Champion warrior
(monster)
20–22
Cyclops
(monster)
23–25
Gorgon
(monster)
26–28
Caught in the crossfire
(exploration)
29–31
Harpy
(monster)
32–34
High priest
(monster)
35–37
Hill giant
(monster)
38–39
Choking smoke
(exploration)
40–42
Hobgoblin warlord
(monster)
43–45
Holy knight
(monster)
46–48
Knight captain
(monster)
49–51
Cursed waterway
(exploration)
52–54
Ogre mage
(monster)
55–57
Rakshasa
(monster)
58–61
Roc
(monster)
62–64
Endless plummet
(exploration)
65–69
Soldier squad
(monster)
70–73
Stone giant stonetalker
(monster)
74–76
Troll
or
dread troll
(monster)
77–79
Fey glade
(exploration)
80–82
Vampire
(monster)
83–85
Werebear
(monster)
86–88
Wraith
(monster)
89–90
Perilous cliff path
(exploration)
91–92
Wyvern
(monster)
93–99
Social Encounter
100
Hallowed ground
(exploration)
Country Shire Exploring Tier 4
1–5
Ancient copper dragon
(monster)
6–10
Hill giant
(monster)
11–16
Travel scenery
17–21
Hill giant chief
(monster)
22–26
Hobgoblin warlord
(monster)
27–31
Corrupted druid grove
(exploration)
32–36
Holy knight
(monster)
37–42
Knight captain
(monster)
43–47
Forest fire
(exploration)
48–53
Rakshasa
(monster)
55–60
Stone giant stonetalker
(monster)
61–65
Hallowed ground
(exploration)
66–71
Troll
or
dread troll
(monster)
72–76
Vampire
(monster)
77–81
Malfunctioning planar portal
(exploration)
82–87
Wraith
(monster)
88–94
Wraith lord
(monster)
95–100
Social Encounter
Blasted Badlands
Blasted Badlands
These deserts are notorious for their many capricious ruins, the devastated landscape the biggest mark left upon the world by the forgotten civilizations that once flourished there. Monsters aplenty roam the wastes as well, so adventurers journeying through it encounter many creatures and constructed terrain exploration challenges.
Terrains. Desert, laboratory, mountains, ruins, subterranean, swamp, temple, tomb.
Tiers. Blasted Badlands tend to be tier 2 and above.
Weather. 1–10 clear, 11–25 overcast.
Journey Activities. Adventurers gain advantage on checks made to Scout, but disadvantage on checks made to Befriend Animal, Gossip, and Rob. It is not possible to Busk, Harvest, or Hunt and Gather.
Blasted Badlands Exploring Tier 0
1–3 Bandit (monster)
4–5 Cockatrice (monster)
6–7 Cultist (monster)
8–9 Cutthroat (monster)
10–19 Travel scenery
20–21 Ettercap (monster)
22–23 Gargoyle (monster)
24–25 Gelatinous cube (monster)
26–27 Ghoul (monster)
28–29 Bridge of stones (exploration)
30–31 Giant centipede (monster)
32–34 Giant wolf spider (monster)
35–37 Goblin (monster)
38–42 Gray ooze (monster)
43–45 Enchanted windmill (exploration)
46–48 Grick (monster)
49–51 Grimlock (monster)
55–57 Jackal (monster)
58–59 Hail storm (exploration)
60–61 Kobold (monster)
65–66 Ochre jelly (monster)
67–69 Haze (exploration)
70–71 Ogrekin (monster)
72–74 Poisonous snake G (monster)
75–77 Lost item (exploration)
81–83 Skeleton (monster)
87–88 Zombie (monster)
89–90 Sea of sand (exploration)
91–99 Social Encounter
100 Labyrinthine ravines (exploration)
GOn an odd result, use the giant version of this creature instead.
Blasted Badlands Exploring Tier 1
1–3 Bandit captain (monster)
4–5 Banshee (monster)
6–7 Basilisk (monster)
8–9 Black pudding (monster)
10–17 Travel scenery
18–19 Cult fanatic (monster)
20–21 Cutthroat (monster)
22–23 Doppelganger (monster)
24–25 Ettin (monster)
26–27 Flood (exploration)
28–29 Gargoyle (monster)
30–31 Gelatinous cube (monster)
32–34 Ghast (monster)
35–36 Ghost (monster)
37–38 Labyrinthine ravines (exploration)
39–42 Ghoul (monster)
43–45 Goblin boss or goblin warlock (monster)
46–48 Grimlock technical (monster)
49–51 Intellect devourer (monster)
52–54 Pests (exploration)
55–56 Kobold broodguard or kobold sorcerer (monster)
57–58 Mimic (monster)
60–61 Mummy (monster)
62–63 Ogre (monster)
64–66 Pit trap (exploration)
67–69 Ogre zombie (monster)
70–71 Shadow (monster)
72–73 Skeletal champion (monster)
74–75 Skeleton horde (monster)
76–77 Quicksand (exploration)
78–79 Specter (monster)
80–81 Walking statue (monster)
82–83 Wererat (monster)
84–85 Werewolf (monster)
86–87 Thunderstorm (exploration)
88–89 Zombie horde (monster)
90–91 Zombie knight (monster)
92–99 Social Encounter
100 Rot grubs (exploration)
Blasted Badlands Exploring Tier 2
1–3 Acid field (exploration)
4–5 Cursed temple (exploration)
6–8 Air elemental G (monster)
9–10 Black pudding (monster)
12–17 Travel scenery
18–19 Cambion (monster)
20–21 Clay guardian (monster)
22–23 Dense fog (exploration)
24–25 Enchanted statue (exploration)
26–27 Cyclops (monster)
28–30 Earth elemental G (monster)
31–32 Flash flood (exploration)
33–35 Ettin (monster)
36–38 Fire elemental G (monster)
39–40 Flimsy rope bridge (exploration)
41–42 Green lake (exploration)
43–44 Flesh guardian (monster)
45–46 Guardian naga (monster)
47–48 Hail deluge (exploration)
49–50 Half-red dragon veteran (monster)
51–52 Half-shadow dragon assassin (monster)
53–54 Lethal outgassing (exploration)
55–56 Rot grubs (exploration)
57–58 Mage (monster)
60–61 Mummy (monster)
62–63 Sandstorm (exploration)
64–66 Night hag (monster)
67–69 Ogre mage (monster)
70–71 Shattered earth (exploration)
72–73 Tornado (exploration)
74–75 Revenant (monster)
76–77 Shield guardian (monster)
78–79 Voracious pests (exploration)
80–81 Skeletal tyrannosaurus rex (monster)
82–83 Stone guardian (monster)
84–85 Wild magic zone (exploration)
86–88 Water elemental G (monster)
89–91 Wraith (monster)
92–99 Social Encounter
100 Cursed waterway (exploration)
G On an odd result, use the giant version of this creature instead.
Blasted Badlands Exploring Tier 3
1–3 Adult emerald dragon (monster)
4–6 Bridge of sorrow (exploration)
7–9 Banshee (monster)
10–12 Behir (monster)
13–18 Travel scenery
19–21 Blackguard (monster)
22–24 Cambion (monster)
25–27 Choking smoke (exploration)
28–30 Clay guardian (monster)
31–33 Cyclops myrmidon (monster)
34–36 Cursed waterway (exploration)
37–39 Forgotten god (monster)
40–42 Iron guardian (monster)
43–45 Endless plummet (exploration)
46–48 Mummy lord (monster)
49–51 Night hag (monster)
52–54 Lifeless desolation (exploration)
55–57 Sphinx (monster)
58–61 Spirit naga (monster)
62–64 Primordial tornado (exploration)
65–69 Stone guardian (monster)
70–73 Troll or dread troll (monster)
74–76 Sphere of annihilation (exploration)
77–79 Vampire (monster)
80–82 Werewolf (monster)
83–85 Sunspots (exploration)
86–88 Wraith lord (monster)
89–91 Young red dragon zombie (monster)
92–99 Social Encounter
100 Malfunctioning planar portal (exploration)
Blasted Badlands Exploring Tier 4
1–5 Corrupted druid grove (exploration)
6–10 Adult gold dragon (monster)
11–16 Travel scenery
17–21 Ancient emerald dragon (monster)
22–26 Divine war (exploration)
27–31 Demilich (monster)
32–36 God corpse (exploration)
37–42 Dread knight (monster)
43–47 Hallowed ground (exploration)
48–53 Empyrean (monster)
55–60 Hellscape (exploration)
61–65 Lich (monster)
66–71 Killing cloud (exploration)
72–76 Mummy lord (monster)
77–81 Malfunctioning planar portal (exploration)
82–87 Troll or dread troll (monster)
88–94 Vampire (monster)
95–100 Social Encounter
Regions
Regions
- Blasted Badlands | Country Shire | Feywood | Fiery Hellscape | Flowing River | Frozen Wastes | Haunted Lands | Lofty Mountains | Open Roads | Parched Sands | Restless Sea | Rolling Grasslands | Tangled Forest | Urban Township | Underland Realm | Unrelenting Marsh | Wartorn Kingdom
- Creating a Region | Dungeons
A region is an area of the world, defined geographically by its physical features. It might be a vast forest or a sandy desert; or it might be a snow-tipped mountain range or a stretch of underground caverns. Regions are often—but not always—named areas on the map. Regions are important building blocks of the world, and each region has its own properties and encounter tables. Later in this chapter are some common regions for Narrators to use.
Combined Regions. Sometimes an area on the map might fit the description of more than one region. The Narrator may choose either region, combine both, or create a new region.
Terrains. A region can have more than one kind of terrain and those listed are general suggestions for the most common types to be found there. Ultimately the types of terrain in a region are at the Narrator’s discretion and the needs of the campaign.
Regions and Tiers. Each region on the map is designated with a tier (from 0–4) which corresponds with the adventuring tiers of play. Any region can be any tier, but some regions lend themselves towards certain ends of the scale; for example, a tier 3 Country Shire would be highly unusual, but a tier 2 Feywood would not.
The combination of region and tier allows for a wide array of building blocks with which to build the game world. A tier 1 Feywood might be a small forest on the edge of a village where it is rumored that satyrs play in the moonlight, while a tier 4 Feywood could be home to powerful and capricious fey beings, or ruled by an ancient green dragon.
A region’s tier determines the difficulty of the challenges encountered within. Exploration and monster encounter tables are all categorized by tier, making it easy to select tier-relevant encounters. Of course, exceptions can and do exist, and a powerful monster can wander into that tier 1 Country Shire, or a cruel necromancer might make their lair on the outskirts, but such an occurrence is not typical of that region and is usually used as the subject of an adventure rather than a random encounter.
It should be noted that it is possible for a low-level party to wander into a region too dangerous for them. The Narrator should provide clues to the danger level and—where appropriate—allow for some means of escape should the adventurers find themselves in over their heads.
Party-Appropriate Challenges. In some games the Narrator may prefer not to designate regions with a default tier, and instead present the adventurers with encounters and challenges appropriate for their level.
Weather
Each region contains a short list of randomly generated weather options. These are generally limited to non-extreme weather conditions, including clear, overcast, mist, rain, and snow, and are purely descriptive tools to help the Narrator set the scene—they do not affect the adventurers. More extreme weather events are treated as exploration challenges and include phenomena like blizzards, dense fogs, hail storms, sandstorms, tornados, thunderstorms, and more.
Roll a d20 for weather once for each region. In the winter season, add 5 to the roll, unless the region is in a notably warm or tropical clime.
Encounters
Each region the adventurers travel through will include one or more encounters. The Narrator decides how many encounters the party has.
Encounters include four categories: exploration challenges, monsters, social encounters, and scenery. It is important that the players do not not know which type of encounter they’ve stumbled into—it should be introduced to them narratively. That chill feeling might be mere scenery, but it might be the sign of some kind of undead spirit, or it might foreshadow a weather event.
Each region presents encounter tables which include all four encounter types. The Narrator can roll on these tables, choose an option, or introduce something new.
Along a journey the Narrator should employ a mix of combat encounters, social encounters, exploration challenges, and scenery. Exploration challenges, which are detailed later in this chapter, have assigned tiers and challenge ratings that correspond to adventurers’ levels. It is assumed that high-level adventurers are able to pass tier 1 exploration challenges without much effort, but a tier 4 exploration challenge poses a major threat.
Ultimately how many encounters adventurers have while traveling is at the discretion of the Narrator, but in general it’s recommended that the party has at least one encounter (combat, exploration, or social) in every region they journey through to make it memorable. Some regions are going to have more encounters than other regions—either because they are tumultuous, the area plays an important part in the campaign, or they are large in size—and the types of encounters the party might have in a given region are listed in its Exploring table. Depending on the needs of the game and campaign setting, the types of encounters, frequency of encounters, and difficulty of certain journey activities might be different.
Dungeons
Dungeons
Desolate crypts, ancient temples, horrifying tombs, and cursed pyramids are often filled with traps and monsters. Unlike the natural caverns of most of the underland realm, a dungeon is usually constructed and can be above or below ground. Although dungeons aren’t regions (so there is no weather or travel scenery, and adventurers don’t undertake journey activities in a dungeon) they are filled with random encounters against both traps and monsters, and these areas are ripe with opportunities for exploration!
Terrains. Dungeons can be found everywhere, and depending on their size and location they may have a wide variety of terrains within (though laboratory, ruins, sewer, temple, and tomb are the most common).
Tier. Dungeons range from tier 0 crypts in small villages all the way up to the deadliest tier 4 labyrinths of terror constructed by ancient evils.
Dungeon Exploring Tier 0
1–2 Aboleth thrall (monster)
3–4 Animated armor (monster)
5–6 Apprentice mage (monster)
7–8 Bandit (monster)
9–10 Bolt-thrower (monster)
11–12 Cultist (monster)
13–14 Cutthroat (monster)
15–16 Ettercap (monster)
17–18 Flumph (monster)
19–20 Flying sword (monster)
21–26 Falling net (exploration)
27–28 Gargoyle (monster)
29–30 Gear spider (monster)
31–32 Gelatinous cube (monster)
33–34 Gibbering mouther (monster)
35–36 Ghoul (monster)
37–38 Goblin (monster)
39–40 Gray ooze (monster)
41–42 Homunculus (monster)
43–44 Kobold (monster)
45–46 Mimic (monster)
46–47 Ochre jelly (monster)
48–49 Ogrekin (monster)
50–52 Poisonous snake G Monster
53–59 Haze (exploration)
60–62 Rat G Monster
63–64 Rug of smothering (monster)
65–66 Shadow (monster)
67–68 Shrieker (monster)
69–70 Skeleton (monster)
71–72 Specter (monster)
73–79 Lost item (exploration)
80–82 Spider G Monster
83–84 Swarm of poisonous snakes (monster)
85–86 Swarm of rats (monster)
87–88 Violet fungus (monster)
89–90 Wererat (monster)
91–92 Zombie (monster)
93–100 Poorly-repaired tunnel (exploration)
G On an odd result, use the giant version of this creature instead.
Dungeon Exploring Tier 1
1–6 Collapsing roof (exploration)
7–8 Aboleth thrall (monster)
9–10 Animated armor (monster)
11–12 Bandit captain (monster)
13–14 Banshee (monster)
15–16 Black pudding (monster)
17–18 Bolt-thrower (monster)
19–20 Clockwork sentinel (monster)
21–22 Cult fanatic (monster)
23–24 Doppelganger (monster)
25–30 Labyrinthine ravines (exploration)
31–32 Ettercap (monster)
33–34 Ettin (monster)
35–36 Flying sword (monster)
37–38 Gargoyle (monster)
39–40 Ghast (monster)
41–42 Ghost (monster)
43–44 Ghoul (monster)
45–46 Gibbering mouther (monster)
47–48 Goblin boss or goblin warlock (monster)
49–55 Pests (exploration)
56–57 Intellect devourer (monster)
58–59 Kobold broodguard or kobold sorcerer (monster)
60–61 Mimic (monster)
62–63 Ochre jelly (monster)
64–65 Ogre (monster)
66–67 Ogre zombie (monster)
68–69 Phase spider (monster)
70–71 Quasit (monster)
72–73 Rug of smothering (monster)
74–79 Pit trap (exploration)
80–81 Shadow (monster)
82–83 Skeletal champion (monster)
84–85 Skeleton horde (monster)
86–87 Specter (monster)
88–89 Walking statue (monster)
90–91 Werewolf (monster)
92–93 Zombie horde (monster)
94–95 Zombie knight (monster)
96–99 Quicksand (exploration)
100 Rot grubs (exploration)
Dungeon Exploring Tier 2
1–5 Cursed temple (exploration)
6–8 Air elemental G (monster)
9–10 Alchemist (monster)
11–12 Blackguard (monster)
13–16 Dense fog (exploration)
17–18 Black pudding (monster)
19–20 Bolt-thrower (monster)
21–22 Bulette (monster)
23–26 Enchanted statue (exploration)
27–28 Cambion (monster)
29–30 Clay guardian (monster)
31–32 Cloaker (monster)
33–36 Flimsy rope bridge (exploration)
37–38 Crusher (monster)
39–40 Dead man’s fingers (monster)
41–42 Drider (monster)
43–45 Lethal outgassing (exploration)
46–48 Earth elemental G (monster)
49 Elder black pudding (monster)
50–52 Fire elemental G (monster)
53–54 Flesh guardian (monster)
55–56 Poison darts (exploration)
57–58 Hell hound (monster)
59–60 Intellect devourer (monster)
61–66 Invisible stalker (monster)
63–65 Rolling sphere (exploration)
66–67 Mage (monster)
68–69 Ogre mage (monster)
70–71 Otyugh (monster)
72–75 Rot grubs (exploration)
76–79 Revenant (monster)
80–81 Shield guardian (monster)
82–83 Stone guardian (monster)
84–87 Swinging blades (exploration)
88–90 Water elemental G (monster)
91–92 Wererat (monster)
93–94 Werewolf (monster)
95–97 Voracious pests (exploration)
98–99 Wraith (monster)
100 Spinning walls (exploration)
G On an odd result, use the giant version of this creature instead.
Dungeon Exploring Tier 3
1–7 Choking smoke (exploration)
8–10 Aboleth (monster)
11–13 Archmage (monster)
14–16 Assassin (monster)
17–19 Behir (monster)
20–22 Clay guardian (monster)
23–28 Endless plummet (exploration)
29–31 Cloaker (monster)
32–34 Cyclops (monster)
35–37 Drider (monster)
38–39 Forgotten god (monster)
40–42 Guardian naga (monster)
43–48 Poison needle (exploration)
49–51 Iron guardian (monster)
52–54 Mummy lord (monster)
55–57 Night hag (monster)
58–61 Ogre mage (monster)
62–64 Otyugh (monster)
65–73 Sphere of annihilation (exploration)
74–76 Sphinx (monster)
77–79 Spirit naga (monster)
80–82 Stone guardian (monster)
83–85 Troll or dread troll (monster)
86–88 Vampire (monster)
89–93 Spinning walls (exploration)
94–96 Wraith lord (monster)
97–99 Young red dragon zombie (monster)
100 Malfunctioning planar portal (exploration)
Dungeon Exploring Tier 4
1–7 God corpse (exploration)
8–12 Aboleth (monster)
13–16 Arcane blademaster (monster)
17–22 Archmage (monster)
23–28 Hallowed ground (exploration)
29–32 Clay guardian (monster)
33–37 Demilich (monster)
38–41 Dread knight (monster)
42–48 Hellscape (exploration)
49–52 Empyrean (monster)
53–57 Lich (monster)
58–61 Master assassin (monster)
62–68 Killing cloud (exploration)
69–72 Mummy lord (monster)
73–77 Greater sphinx (monster)
78–81 Stone guardian (monster)
82–88 Malfunctioning planar portal (exploration)
89–92 Troll or dread troll (monster)
93–97 Vampire (monster)
98–100 Wraith lord (monster)
Creating a Region
Creating a Region
While this book provides a selection of regions to be used in any world, Narrators may sometimes need to create new regions of their own making. When creating a region, consider the following things.
Terrains. Determine the types of terrains most common in the region. For example, a couple of crypts for dead nobles might make for tombs to be a good terrain for a hamlet urban region, but for a major metropolitan urban region a necropolis would be needed to worth noting it has tombs among its terrains.
Tiers. What tiers does this region type typically accommodate? Remember, that a region can be used with any tier of play, but some regions will tend towards higher or lower tiers.
Weather. On a 1–25 scale (representing a d20 roll, with an additional +5 during the winter season), note what the weather might be like on a given day. Remember that the weather entry only includes milder descriptive weather (clear, overcast, rain, mist, snow) which do not affect the adventurers. More extreme weather events are exploration challenges and should be included in the region’s Exploring table.
Traits. The region should have one or more environmental traits. You can borrow traits from other regions, or create new traits.
Encounters. You will need to devise encounter tables for all five tiers of play. These should include a mix of monsters, exploration challenges, social encounters, and travel scenery.
Exploration Challenges
Exploration Challenges
Some exploration challenges are straightforward sequences like crossing a rickety bridge, escaping a patch of quicksand, or bypassing a dangerous trap. Others involve prevailing against massive snowstorms, negotiating supernatural phenomena, or traversing seas of sandy dunes.
Tiers
An adventuring party should be expected to trivially overcome exploration challenges from a lower tier of play. While the exploration challenge might be narrated in order to give more flavor to the journey, there is no need to individually run lower-tier exploration challenges.
Challenge
Exploration challenges have challenge ratings, much like monsters do, which helps the Narrator to determine appropriate encounters for the party and how much experience is rewarded for an exploration challenge successfully overcome.
Each exploration challenge also includes two Difficulty Classes. The first is used when individual ability checks or saving throws are being made, and the second is used for group checks.
Area
Sometimes an entire region is an exploration challenge (like arctic expanses, demanding deserts, or turbulent seas), and other exploration challenges might just be for the immediate vicinity. Each exploration challenge includes a suggested size and the typical time to traverse it at a normal pace, but the Narrator should use a map of the world the game is set in to determine the appropriate area for any exploration challenge.
Immediate. This exploration challenge affects the immediate area around the party; it’s likely about 100 feet or so across, but is almost certainly under 1 mile. It takes less than 1 hour to traverse at normal pace.
Local. This exploration challenge is up to 3 miles (1 league) across, and takes 1 hour to traverse at normal pace.
Intermediate. This exploration challenge is up to 10 miles across and takes 3 hours to traverse at normal pace.
Greater. This is the distance a party can usually walk in a day at normal pace, and is up to 30 miles across.
Region. This exploration challenge covers the entire region that the party is currently traveling in. Its exact size depends on the size of the region.
Table: Exploration Challenge Sizes
Area | Size | Crawl(1 mph) | Slow/Wagon (2 mph) | Normal (3 mph) | Fast/Mounted (4 mph) | Gallop (8 mph) |
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Running Exploration Challenges
Exploration challenges are designed to be free-form, allowing the Narrator a great deal of latitude when adjudicating them. The exploration challenges in this book contain guidelines to assist the Narrator in this task, but they are not meant to be binding or constraining.
Each entry details the various traits of the exploration challenge, what its effects are, and what the outcome of certain ability checks or actions might be.
Suggested Solutions. Each exploration challenge contains one or more example ways to resolve it. Players are encouraged to come up with inventive solutions, and a clever idea or an appropriate expenditure of a spell or resource can be rewarded with success, or with advantage on one or more checks made.
Travel Time. Many exploration challenges include effects which are dependent on the amount of time spent overcoming them, such as the periodic eruptions in an acid field or the deadly damage of intense cold. The party’s travel pace (normal travel pace is 3 miles per hour, slow is 2 miles per hour, and fast is 4 miles per hour) and the exploration challenge’s size should be established as normal in order to determine how long the adventurers remain in the area. Some exploration challenges affect the party’s travel pace, or are affected by the pace at which the party moves.
Outcomes. Each exploration challenge also lists some possible outcomes. These outcomes are graded into four categories, from critical failures up to critical successes. It is entirely up to the Narrator which outcome the adventurers qualify for, depending on the actions they take. An inventive solution might immediately qualify them for a critical success, as might a group check in which everybody succeeds, and a critical failure might be triggered by a disastrous decision, but the Narrator ultimately decides what the outcome of an exploration challenge is and what rewards are granted or penalties accrued.
Some results—especially when a group check has been made—may affect the entire party, while others may affect only a single adventurer. The Narrator should determine who is affected based on the actions being taken.
Failing an exploration challenge does not halt the journey, but it does usually mean that the adventurers suffer some kind of penalty. Typical penalties include the loss of time or Supply, or gaining fatigue or strife , while rewards include Boons and Discoveries , as well as experience.
Avoiding. At the Narrator’s discretion, some exploration challenges might be avoided by backtracking and taking a different route; if the party chooses to do this, they will typically lose some travel time and will not earn any experience for the exploration challenge, but they do not have to face it. The time to avoid an exploration challenge is equal to quadruple the time it would normally take to traverse the area.
Telling a Story. Exploration challenges are designed to be inserted seamlessly into an adventure. The Narrator should never announce that an exploration challenge is in progress, or present the players with a list of options or potential actions.
Exploration Challenges: Success and Failure
The outcomes of exploration challenges range from the very worst results to the very best.
Critical Failure. A disastrous decision or action, a group check in which everybody fails, or a single check which results in a critical failure. This often results in penalties such as fatigue or strife, time, or loss of Supply . No experience is gained.
Failure. A bad decision or action, a group check in which half or less of the party succeed, or a single check which results in a failure. This often results in penalties such as loss of Supply or time. No experience is gained.
Success. An appropriate solution, a group check in which more than half the party succeed, or a single check which results in a success. The party gains experience equal to half the exploration challenge’s CR.
Critical Success. An optimal solution, a group check in which the whole party succeeds, or a single check which results in a critical success. The party gains experience equal to the exploration challenge’s CR, and often a boon or discovery.
Group Checks
Group checks take place when the entire party is engaged in a single task. In a group check, every player makes an ability check. If more than half of the group succeeds in their check, the group as a whole succeeds. If half or less of the group succeed, the group as a whole fails.
When an exploration challenge mentions a group check, the Narrator should allow adventurers to use different skills or abilities where appropriate. Not all adventurers have to make the same check, as long as each is contributing in some way.
Group Criticals. A critical success is achieved when all members of the party succeed in their checks, while a critical failure takes place if all members of the party fail.
Exploration
Exploration
- Journeys | Journey Activities | Havens | Journey Checklist | Journey Best Practices
- Regions | Blasted Badlands | Country Shire | Feywood | Fiery Hellscape | Flowing River | Frozen Wastes | Haunted Lands | Lofty Mountains | Open Roads | Parched Sands | Restless Sea | Rolling Grasslands | Tangled Forest | Urban Township | Underland Realm | Unrelenting Marsh | Wartorn Kingdom | Dungeons
- Creating a Region
- Exploration Challenges | Social Encounters | Travel Scenery | Boons and Discoveries
Sometimes hitting things takes a back seat. Exploration is far more than just travel or filler between encounters, or a way for Narrator and adventurers to use their skills and develop creative problem solving—it is the inclusion of the world as a character that is dynamic and influential. More than a pretty backdrop, the environment can be a significant element in storytelling and exploration makes it an eminent part of the game.
Familiarity
Every player can relate to the weather in their hometown and we all feel sympathy for those who are beset by inclement weather in places around the world. Narrators can use relatable conditions to enhance roleplay, making a group feel a greater sense of realism and investment in the setting.
Foreshadowing
While surprises can be exciting, they might also feel like punishment. Instead the Narrator should use the environment to leave clues for adventurers, placing obstacles and challenges in the setting as needed for the campaign. For example, dark clouds on the horizon might presage torrential rain, high winds, and lightning strikes. Rapidly dropping temperatures are a warning of coming snowfall, frostbite, and freezing rain.
Memorable Locations
Using unique locations to have confrontations and explore the setting can leave an indelible mark on a campaign—a boring conflict changes if the location is dynamic. A bell tower, cliffside nest, cloud city, massive foundry, frozen lake, or expanse of black sand all make for strange locations, especially if battle begins and the environment has significant effects on the combat.
New Solutions
When the adventurers and enemies clash, the environment can create a new goal, a focal point in which damage dealing isn’t the best course of action. Another swing of a sword or blast of eldritch energy may not be the best choice if the chamber is flooding, a ceiling is collapsing, or a wall of water sweeps over the docks.
Tension
Many groups fall into the trap of ‘analysis paralysis’, overthinking and underacting, but the dangers posed by the environment can escalate to force adventurers into action! For example, flooding, mudslides, snowstorms, and hurricanes could all be mitigated if the PCs push forward. Angry mobs, gathering patrols, burning buildings, and collapsing structures are also escalating dangers the party may want to escape. Even classic dungeon traps like tilting floors, flooding chambers, and portals disgorging hungry beasts can build tension—if the party does not move, the environment might move them instead.
Use and Abuse the Environment
You want to knock an opponent over, but where? How about over a balcony, into a pool of acid, down a muddy hill, or sliding across that frozen lake. A character could kill a single ogre in one strike, while an ally could be more effective by causing a landslide that crushes a dozen ogres—and an enemy could do the same. Both the adversaries and the adventurers should take advantage of their surroundings.
Winning At Exploration
When the environment plays its full part as the third entity in the triangle of conflict, winning means more than dealing damage.
A to B. The adventurers must get across a dangerous region. Crossing a raging river, frozen lake, crumbling cliff, narrow rope bridge, or getting to high ground become just as important as dodging a foe’s blade. Fighting enemies may be involved but the goal is to get from origin to destination, not stay and fight.
Close the Gate. This is a catchall for sealing an entry, be that a door, magical portal, or an actual gate holding back a dire threat (for example monsters, flood waters, or gallons of slime). The solution might require brute force—moving a boulder, slamming a door shut, or sliding a giant stone cube—or a specific key such as reading a ritual, grasping magic rods, or disabling chanting cultists.
Survive. Sometimes it’s just a matter of taking the hits. The environment can unleash brutal onslaughts upon both body and mind, offering no alternative but to hunker down and wait out the storm (literally or figuratively).
Win the Race. An enemy may want to get to a location before the adventurers and the game’s eminent challenge becomes rapidly crossing a region, avoiding delays, and getting to the goal first. Examples include getting onto a rising drawbridge, rolling beneath a lowering portcullis, catching a drifting boat leaving shore, the first to snatch a magic item, finding shelter from a storm, or reclaiming panicked mounts before they disappear into the wilderness.