Beschreibung
The Encounter cards in this deck are designed to provide unexpected and engaging scenarios the characters might stumble upon during overland travel in The Crooked Moon. Before using this deck, take a moment to familiarize yourself with the potential encounters-you'll need to fill in the details based on your campaign's tone and player preferences.
Draw an Encounter
When the party is traveling, resting, or exploring you can shuffle all 22 encounter cards and draw a card to introduce a unique event.
Set the Scene
Establish the mood and present the initial scenario after reviewing the encounter.
Present the Choice
Players may respond however they wish-engaging directly or avoiding entirely. Use the Development to evolve the encounter as choices are made.
Resolve the Outcome
Use the suggested guidance to determine the results of the player's choices-consequences or rewards, often based on their success or failure in the encounter. Some encounters may resolve quickly, while others can have lingering influence on the campaign that can last much longer.
Not all of these encounters lead to combat. They should be used to add interest to your adventure. Use your judgment when introducing one of these encounters-some are trivial in challenge, while others are potentially very deadly. You may opt to choose an encounter instead of drawing one randomly, at your discretion.
Kartenliste
Following the sound of massive wings flapping nearby reveals a shallow pond in which a Dream Eater bathes.
Development
If disturbed, the dream eater fights for 1 Round (Level 1+) or 2 Rounds (Level 6+) before fleeing, or until destroyed (Level 12+).
Outcome
The iridescent surface of the pool can be collected, producing a Nightwatcher Potion for each character.
Six wooden masks hang from a dead tree or perch, rotating slowly as if surveying the area.
Development
For each mask that is plucked from its hanging place, a creature will grow in its place in 1d4 hours, which takes the shape of the character who removed the mask and menaces the area until destroyed. These imitations use the stat block of Violet Fungus (Level 1+) or Awakened Tree (Level 6+) or Woodwarped (Level 12+).
Outcome
Each hostile plant possesses a Nectar of the Green Man which can be collected after they are destroyed.
A stone and wicker statue, overgrown with vines, stands at a crossroads, its gaping mouth stuffed with herbs and dirt.
Development
Small clumps of dirt around the statue indicate that holes were dug and then backfilled, but unearthing them reveals nothing within.
Outcome
A character who buries something related to living things in the soil (a fresh sprig, lock of hair, or even blood) finds a Nectar of the Green Man under the mound of dirt they unearthed as they backfill the offering. The offering is consumed.
The characters spy figures chanting near a flickering light in the distance, a Black Candle.
Development
Left uninterrupted, the cultists manifest a Crooked Effigy (hostile to all creatures) after 1 minute, which consumes the black candle and attacks until destroyed.
Outcome
Interrupting the ritual causes the cultists to become hostile toward the characters, who benefit from the candle's Witchlight feature within its dim light.
A frantic Commoner stands in a clearing, surrounded by snarling wolves. They cry out for help.
Development
There are 3 Wolves (Level 1+) or 3 Winter Wolves (Level 6+) which can be destroyed or driven off by the characters. If the characters are Level 12+, the wolves and the commoner are an illusion produced by a nearby Hypnovulfen which attacks if the characters intervene.
Outcome
If real, saving the commoner earns their gratitude. They offer each character a meal and a Harvest Brew. If the commoner was an illusion, a DC 13 Wisdom (Perception) check reveals a flask of Sight of Sin in the nearby undergrowth.
A riderless Riding Horse, bleeding and wild-eyed, stumbles into the characters' path. A torn saddlebag dangles from its side.
Development
The moment the characters approach, a number of hostile Bat Hounds equal to the characters' level (averaged, rounded down) catch up and attack both the horse and the characters.
Outcome
Success: If the bat hounds are destroyed and the horse calmed (DC 13 Animal Handling), a Hemonculus can be found within the saddlebag. Failure: If the horse escapes or is destroyed, the saddlebag contains one Draught of the Red Hunger.
A circle of mossy stones is spotted. No sound passes through or within the circle, as though affected by a Silence spell.
Development
When a stone is removed, laughter fills the area and a trapped Kackle appears, hostile to all creatures. Returning the stone banishes the kackle.
Outcome
If the kackle is defeated, its lantern tumbles to the floor, which has the properties of a Cape of the Mountebank, and the magic of the stone circle is ended.
One Dingpot sits unattended, filled with bubbling brew, attempting to speak with 1d4 frogs (Commoners).
Development
2 Giant Owls swoop in to capture one frog and attempt to escape with a meal.
Outcome
Success: The frogs are defended, reverting to commoners after 1d4 hours. Failure: If any frogs perish, the dingpot loses its Brew feature.
A Magpie of Omens perches nearby, holding a glinting trinket in its beak.
Development
If a character accepts a trinket, roll 1d2: on a 1, they have Advantage on their next d20 roll; on a 2, Disadvantage. The magpie returns two more times over the next two days.
Outcome
Success: The magpie bonds with a character if all three gifts are accepted politely. Failure: If rude, the magpie never again approaches.
A dead Commoner perched atop a tree is spotted, clutching a large horn.
Development
If sound above a whisper is produced within 60 ft of the tree, a Wellwyrm emerges from below. It retreats for 1 minute whenever a horn or similar Musical Instrument is sounded.
Outcome
Success: The wellwyrm can be guided away toward a nearby waterway where it departs in peace.
A wooden signpost reads: 'Pass it on.' Underneath, two bottles of Jinxed Rum and a single Jinxed Poker Chip can be found.
Outcome
Removing the items without replacing them with something of equal or greater value curses the takers: until the curse is removed, they enter the Crooked Fortune dark bargain.
A Bloody Fiddle lies in the dirt on the path.
Development
The first character to play it attunes instantly. 1d4 days later, a Bearded Devil (Level 1+), Bone Devil (Level 6+), or Rakshasa (Level 12+) appears, demanding its return.
Outcome
If returned peacefully, the creature vanishes, leaving behind a Devilbone Button.
2d6 Goats graze nervously while a Goatstealer watches from the trees.
Development
The goatstealer does not attack—it waits. If offered a goat, it devours and lingers.
Outcome
If fed: The goatstealer bonds to the character who granted permission. If destroyed: The goats are saved.
A rocking cradle is found alone—no infant rests within, yet it gently rocks itself back and forth.
Development
Upon closer inspection, a pair of silver stork scissors rests on the pillow. The cradle is actually a Mimic which attacks if disturbed.
Outcome
The pair of Midwife Shears remain if the mimic is defeated.
A strange fruit-bearing tree thrives where nothing else grows. There, a ghostly orchard worker (Wayward Haint) tends to the tree, unable to grasp and pick the shining produce.
Development
The worker is very protective of the tree and hostile to any who approach unless they are convinced someone can help them with their final harvest.
Outcome
Success: Aiding the haint frees them of their tether to the world, and it offers each character one fruit as thanks (acts as a potion of Reaper's Revenge) before fading away.
Failure: The haint loses itself to rage and despair, and the fruits wither to nothing.
The stench of a small nearby cave is so foul it can be sensed within a half mile.
Development
Disturbing the entrance awakens 1d4 Dretch (Level 1+), 1d6 Ghoul (Level 6+), or 1d4 Deepdrecks (Level 12+), who dwell in the cave and attack intruders.
Outcome
If the monsters are destroyed, a cache of silver bars (2d6, worth 25 gp each) is found among rotting bones and broken tools.
Just off the path, a dirty wine bottle filled with four uses of Draught of the Red Hunger is spotted. Its label reads Briar Public House.
Development
Uncorking the bottle within 60 feet of where it was found draws the attention of two Skeletons (Level 1+), two Vampire Spawn (Level 6+), and one Vampire (Level 12+).
Outcome
Defeating the undead heightens the wine's potency as per the Heightened Brewing rules.
One Moonshine sips a bottle of Haint Hooch and tells bombastic stories to the shadows, asking the characters to join it for a tall tale.
Outcome
Success: If the characters join, the moonshine shares a Haint Hooch with each and bonds with the best storyteller.
Failure: When the undead are defeated, the moonshine fades with a melancholic whistle.
A hunched traveler (Knight) wrapped in rags leans on a gnarled staff. He claims to know this area well but refuses to reveal his name or past.
Development
The traveler offers each character an Elixir of Fogwalking and promises safe passage for their next journey in exchange for a future cost.
Outcome
Accept: After their next long rest, characters' Hit Dice are halved (rounded down). Their next overland journey is shrouded in mist, taking 1 hour regardless of distance.
Refuse: The traveler thanks them and continues on his way.
One Witchwoven sits at a makeshift dinner table, waiting nervously.
Development
The witchwoven awaits a Corn Dolly for a romantic date. Without help, they will fail to charm their beloved.
Outcome
Success: With the right advice, the corn dolly agrees to continue their courtship. The witchwoven grants the effects of Heroism (+4 spellcasting modifier) for 24 hours.
Failure: Rejected, the witchwoven produces a Tincture of Mourning before unraveling.
A dilapidated stone bridge spans a dry riverbed. Below, a Salmon of Knowledge flops on the parched ground, having lost its orb of water.
Development
The salmon suffocates in 1d4+1 minutes, dissolving into foam without its orb. Attempts to rehydrate it only delay its demise.
Outcome
Success: The orb of water is nearby and can be returned, bonding the salmon with its savior.
Failure: The salmon dissolves into the riverbed, never to return.
A dry stone well stands alone. From its depths, a faint voice calls for aid.
Development
The voice belongs to a lingering spirit trapped within the well, asking for an item of sentimental value to be dropped inside.
Outcome
Accept: A Ghost Crawler emerges and bonds with the giver.
Refuse: The spirit turns bitter, and a Will-o'-Wisp attacks until destroyed.
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