Lord of the Rings taught us that the adventure is in the journey. Here are Dungeons and Dragons roadside encounters to make that trip to the next town a little more enjoyable. You can read through them to work as inspiration for encounters you want to spring at your players, our you can roll 2d10 and take your campaign off the rails by letting chance dictate. Regardless, enjoy. A huge nest has fallen from a tree on the side of the road. The strange-looking eggs within seem on the verge of hatching.
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Lord of the Rings taught us that the adventure is in the journey. Here are Dungeons and Dragons roadside encounters to make that trip to the next town a little more enjoyable.
You can read through them to work as inspiration for encounters you want to spring at your players, our you can roll 2d10 and take your campaign off the rails by letting chance dictate. Regardless, enjoy. A huge nest has fallen from a tree on the side of the road. The strange-looking eggs within seem on the verge of hatching. A dwarf falls from the sky onto the road with a splat. Did a creature drop it, was he launched into the air, did he fall from a floating fortress?
A bounty hunter tracks his target. It is protected by a magical ward, but what is triggered when entering the garden? A monstrous mount is ridden by a gnome. Friend or foe?
They carefully studies the party as they pass by. A smiling roadside merchant roasts rats, frogs, and squirrels on sticks. He offers a bite to the PCs.
A chatty bard walks alongside the party. Time for an exposition dump! The horse is fitted with an elegant but empty saddle. Who does it belong to? Do the PCs take it? The two room home holds numerous open cups of the same pungent liquid. The slightest affirmative answer causes Steve to give a whistle, and a huge swarm of ravenous locusts suddenly manifests. An evil wizard is tied to a stake, the body still smoking.
Three young men work on tipping over an occupied outhouse. A band of orcs runs toward the party. They look over their shoulders and try to run through the party. Traveling off the main road, the PCs feel like they are being followed. Who is hunting them? Three types of meat hang on a spit over a campfire.
It is clear that it is three types of humanoids that hang over the flames. A well-spoken bugbear wearing fine studded leather armor is trapped under a fallen tree. He begs the party to come to his aid. A shopping list for potions lies on the ground. The local baron has enacted a toll bridge.
Several peasants were unaware, and cannot afford the toll. A person is still alive, buried up to his neck! An arrow hits a nearby trunk, a message wrapped around the shaft. A bridge is missing. Where it used to be is now a ferry service, for a sizable fee. The ferry looks like it might consist of bridge parts, and only takes a few travelers at a time. As bandits attack, the PCs realize a friend of theirs is among the robbers. There is a mysterious flicker ahead, and one member of your party suddenly stops, paralyzed.
Will the PCs attack just because they are orcs? A tree falls onto the road. Then a fireball blows up the tree. It appears the PCs are in the middle of a skirmish between druids and fire wizards. An overturned beer cart lies in the road. Nearby, an enormous troll snores loudly, surrounded by empty kegs. A set of shackles lies at the side of the road.
A village can be seen to the west. Three pilgrims trudge along the dusty road, an old man and two young men. Simple travelers? Or are they more than they seem? You stumble upon an old scroll case wedged between a tangle of tree branches. A dead magic user clutches a scroll in his stiff hand. The scroll says something important.
A single giant footprint lies along the path. There are no other signs of such footprints in the area. An enormous dragon lands on the road in front of the group. An exotic, almost alien weapon or tool lies on the side of the road. The PCs mysteriously repeat a piece of road they already passed, though the route has been perfectly straight to this point. The road even includes their footprints.
A dozen townsfolk are running after a fleeing woman and attempting to stone her to death for being a prostitute. Two other adventuring groups are arguing in the middle of the road. You see a man-sized shadow from the left side of the road waving its arms at you. A person fleeing arranged marriage seeks refuge with the PCs. Picked mushrooms lay on stump to dry. Gnomes are holding a yard sale! They have any number of strange and fascinating contraptions.
Someone has scattered caltrops across the road. You encounter a monk, a monkey, a turtle and a pig, all heading west. A weathered sign points off the road, yet with no apparent trail to follow. Ladies clothing and under clothing are strewn in the bushes along the road. How did these get here? A drunken dwarf staggers along, challenging everyone to a wrestling match. A goblin, on fire, runs shrieking past the party.
A rock with an odd, glowing rune sits by the road ahead. If they pass whatever standard he sets, then he becomes a source of various quests that require personal sacrifice to accomplish. A circus is set up alongside the road. The road crests a hill, and spread out before the group is a stunning, sweeping vista of the land beyond.
A painter sits nearby, capturing the scene, and asks the group to pose for his foreground. An overturned rowboat sits on the side of the road. There is no river or stream nearby. Under the rowboat is an entrance to a lair. A wandering cleric begs the heroes to recover a relic for them. A road sign saying where you came from is ahead of you. A group of guardsmen hang wanted posters on trees. One face looks familiar to a PC.
A carriage is stuck high up in a tree. A beautiful woman, adorned in the robes of an enchantress, emerges from hiding near the road and implores you to lend her aid. The road is lined with snakes sleeping in the sun.
A necromancer uses his talents to animate animal and human corpses and forces them to perform in a roadside circus. The townsfolk from a nearby village seem to enjoy the show a bit too much.
A chain gang digs ditches beside the road. A traveling minstrel challenges the wisest looking member of the party to a storytelling contest. A wizened tinker sells charms from his cart: dried frogs, finger bones, cat skulls, and the like.
Leaving him, you turn to find he is eerily out of sight altogether. A paladin of a holy church and his retinue have ridden out on a holy crusade against evil and demand others who serve the cause of good to join their cause on the spot. The road starts to get muddy.
Dungeons & Dragons
Plot summary[ edit ] The adventure begins with PCs falling down an earthen tunnel. It is suggested that the portal to Dungeonland be a barrel within the dungeon of Castle Greyhawk, but the Dungeon Master DM may work in any premise to get them to this stage. Upon landing, the PCs find themselves in a surreal, oddly-shaped hallway which contains The Pool of Tears and the entrance to a diminutive garden. Once they have explored these areas, they cross a fungi forest and arrive at The Wilds of Dungeonland, which is essentially a wooded area containing several connected clearings. The March Hare is a lycanthrope, and so on. The point of the adventure seems to be diversion and novelty more than anything else. The PCs may leave Dungeonland when they choose, by returning to the Great Hall and wishing themselves back up the tunnel.
Please log in to add or reply to comments. And I am but days away from finishing the first draft of the sequel to the Tortured Land, entitled Drums at Daggerford. Thank you for your reply. I still need to finish CotR actually Thanks for all the great work! Just wanted to say my husband and I love these adventures.