Forgotten Realms Encounters
FRAiF 1d20
1d20
Tabella 1
| Tira | Risultato |
|---|---|
| 1 | A Mage Apprentice and their Shield Guardian seek an answer to a difficult magical puzzle. |
| 2 | 2d4 Guards interrogate passersby. |
| 3 | A popular Gladiator seeks challengers to publicly demonstrate the gladiator's might. |
| 4 | An Assassin asks the characters pointed questions about a nearby establishment. |
| 5 | A Noble suggests the characters secure an invitation to a party at Eomane House (see "Blood Night" later in this chapter). |
| 6 | A Doppelganger merchant is offloading stolen weapons at a suspiciously low price. |
| 7 | 2d4 Performers hold an impromptu street show while their Spy ally picks pockets. |
| 8 | 1d3 Priest Acolytes of Oghma peddle tickets to a lecture at the Unrolling Scroll. |
| 9 | An old sailor suggests that the Harborhands crew at the dock needs aid (see "Tide of Teeth" later in this chapter). |
| 10 | A disguised Lamia bookseller and its 2d4 Jackalwere minions promise rare tomes that guarantee entry into Candlekeep. |
| 11 | 2d4 Pirates on shore leave start a fight. |
| 12 | 1d4 Druids rail against recent public works that have devastated a local park. |
| 13 | Two Cultist Fanatics devoted to Myrkul hide blanket-covered corpses in an empty shed. |
| 14 | A Tough Boss and 1d4 Toughs shake down a shopkeeper behind on protection payments. |
| 15 | 2d6 Flaming Fist members (one is a Warrior Veteran, the others are Warrior Infantry) berate citizens about a recent robbery. |
| 16 | A merchant (Noble) specializing in Mechanical Wonders sends the characters to meet the clever clock-worker Flurn Eightspoke (see "Clockwork Memories" later in this chapter). |
| 17 | A Swarm of Rats surges from an alley where 1d6 Wererats wait to ambush wealthy travelers distracted by the swarm. |
| 18 | An Otyugh lumbers from a sewer entrance, enraged at a recent civic initiative to sluice clean water through its home. |
| 19 | 2d4 Commoners share drinks in celebration of their crew's recent good fortune. |
| 20 | 1d4 Nobles spill out of one of Cottle's carriages, unsure how they've suddenly arrived in such a disreputable part of town. |
1d20
Tabella 2
| Tira | Risultato |
|---|---|
| 1 | The party spots an oasis out of their way. However, the oasis is a mirage. |
| 2 | An Ankheg lair is buried in the sand nearby. |
| 3 | Light rain falls. Overnight, the desert blooms with rare flora potentially useful in crafting magic items or working high magic. |
| 4 | 1d6 Gnoll Warriors riding Giant Hyenas seek prisoners. |
| 5 | A Calim sandstorm is coming! (See "Environmental Effects" earlier in this chapter.) |
| 6 | 3d6 Bandits, led by a Bandit Captain, rob any travelers they meet. They ride Camels. |
| 7 | A Druid leads 2d6 Scouts on a pilgrimage. |
| 8 | The party stumbles on the corpses of 1d4 unfortunate travelers. The desiccated corpses rise as Mummies when night falls. |
| 9 | The party spots the crest of a Bulette as the creature hunts for prey. |
| 10 | An oasis surrounded by detailed sculptures has a masked attendant who's a Medusa. |
| 11 | The party spots a temple to a deity such as Chauntea, Ilmater, or Selûne. Long abandoned, it's protected by a Guardian Naga. |
| 12 | A Cult of the Dragon expedition including a Mage, a Death Cultist, and 2d4 Cultists are traveling to a far-off Ancient Blue Dragon who wants to become a dracolich. |
| 13 | A caravan bound for the nearest settlement wants to hire the party for protection. |
| 14 | 2d4 Kochar (Scouts) make temporary camp. They are peaceful and exchange news. |
| 15 | Scattered bones hint at a hidden treasure vault—it's home to a Sphinx of Secrets that ambushes trespassers. |
| 16 | A wandering Archmage seeks forgotten lore. |
| 17 | An Efreeti and its attendants, an Elemental Cultist and 2d4 Cultists, camp nearby. |
| 18 | The party wanders into the ruins of an ancient city swallowed by the desert. It is now the lair of an Ancient Blue Dragon. |
| 19 | The exoskeleton of a long-dead purple worm has become a temporary shelter for 2d6 Commoners. |
| 20 | The city of Miziltep flies by in the distance. |
1d20
Tabella 3
| Tira | Risultato |
|---|---|
| 1 | Sultana Songal, in disguise as a simple scholar, asks the party for news from afar. |
| 2 | An Adult Gold Dragon disguised as a charismatic aristocrat seeks its stolen hoard. |
| 3 | Four Priest Acolytes, led by a Priest, carry the statue of a deity through the street. |
| 4 | A crew of 2d6 Pirates gets kicked out of a tavern and staggers drunkenly into the party. |
| 5 | A merchant offers exactly the magic item one of the party has been looking for. |
| 6 | Construction workers cry for help when the scaffolding around a nearby temple breaks, leaving them hanging above the ground. |
| 7 | An Archmage accompanied by 1d4 Earth Elementals rudely insists the party get out of the road and let them pass. |
| 8 | A Chasme flies overhead, chased by Zeraphi on Carpets of Flying. |
| 9 | An Assassin on a rooftop stalks a Noble. |
| 10 | A portal to Sigil opens in the street, and an Empyrean emerges. |
| 11 | A Mechanical Wonder (domestic) chases an escaped pet. |
| 12 | A Noble recruits the adventurers for an urgent matter that requires great discretion. |
| 13 | A Commoner hosts a con game in the street, challenging tourists to identify where they've hidden a (fake) jewel. |
| 14 | 2d4 Kochar (Scouts) compete in an archery contest. |
| 15 | An angry genie emerges from a nearby shop. Everyone gives them a wide berth. |
| 16 | A Mechanical Wonder (flying) has lost its way and falls in the party's path. |
| 17 | A Mage using a Mechanical Wonder (mobility) barters with a merchant for rare spell components. |
| 18 | A gnome engineer asks the party to field-test an experimental tunneling vehicle. |
| 19 | Deryan Kaya instructs six aspiring inventors on the latest Mechanical Wonders. |
| 20 | Sultana Songal, with guards and attendants, floats through the city in a magic litter. |
1d20
Tabella 4
| Tira | Risultato |
|---|---|
| 1 | A healing spring lies in a grove sacred to elven gods. A creature that drinks from the spring regains 1d8 Hit Points but can benefit from the spring only once a day. |
| 2 | An abandoned animal den provides shelter. |
| 3 | A pack of 2d4 Wolves follows the party, ambushing the characters when they are distracted. |
| 4 | 1d6 Goblin Warriors riding Worgs hunt for easy prey. |
| 5 | A Dryad observes the party. If the characters respect the forest, the dryad approaches. |
| 6 | Two Displacer Beasts ambush the party. |
| 7 | 2d4 Gnoll Warriors prowl a dilapidated cabin with hidden treasure inside. |
| 8 | An elf Scout Captain and 2d4 Scouts patrol the forest and observe the party from hiding. |
| 9 | A Shambling Mound created by Moander's corruption fights any living thing it sees. |
| 10 | The characters enter the territory of a Primeval Owlbear. If left alone, it ignores them. |
| 11 | 3d6 Skeletons climb from their mass grave and begin combat. |
| 12 | A Mage with two Warrior Veteran bodyguards search ruins for treasure. If the party looks vulnerable, they initiate combat. |
| 13 | The party has stumbled into the hunting ground of a Young Green Dragon. |
| 14 | Ancient crypts are now home to a Ghast Gravecaller and 2d6 Ghouls. |
| 15 | The party enters a rotten grove where a Spore of Moander grows. |
| 16 | A Nycaloth leads 2d4 Mezzoloths on a hunt. |
| 17 | A Lich and 2d4 Death Cultists search the ruins for lost magical secrets. |
| 18 | A Zhentarim Assassin hides from the law. |
| 19 | A tree warped by magic and corruption has become a Gulthias Blight. |
| 20 | An elf Archmage and Questing Knight are trying to recover a family heirloom. |
1d20
Tabella 5
| Tira | Risultato |
|---|---|
| 1 | 2d4 Bullywug Warriors try to climb up the side of the ship and loot it of valuables. |
| 2 | 1d4 Hunter Sharks begin following the ship. |
| 3 | 1d6 Merfolk Skirmishers investigate the ship. |
| 4 | A pod of 3d10 Killer Whales races the ship. |
| 5 | One of the characters spots a bottle bobbing in the sea not far from the ship. Inside is a message and a map (see "Message in a Bottle" later in this chapter). |
| 6 | A Noble clings to a piece of driftwood. |
| 7 | A Ffolk merchant vessel bound for the Sword Coast hails the characters and offers to trade. |
| 8 | A Norlander whaling ship approaches to ask if anyone has seen whales nearby. |
| 9 | The ship enters an area of Rusted Sea (see "Moonshaes Terrain"). |
| 10 | 2d4 Sahuagin Warriors riding Reef Sharks spot the ship. They follow and try to sneak aboard. |
| 11 | A pack of 1d4 Plesiosauruses closes on the ship and tries to sink it. |
| 12 | The characters spot the wreckage of a trading vessel that hit a hidden sandbar (see "Wreck of the Silverhand" later in this chapter). |
| 13 | A Giant Shark ambushes the ship. |
| 14 | The characters spot an Archelon. It ignores them unless attacked. |
| 15 | The ship passes an island where 1d6 Pirates led by a Pirate Captain have been left behind after a mutiny. The pirates hail the characters and pretend to be stranded travelers. |
| 16 | A Norlander longship crewed by fifty Guards armed with battleaxes and led by a Berserker Commander searches for a ship to capture or a coastal settlement to raid. |
| 17 | 1d6 Frost Giants living on a passing island pelt the ship with stones. |
| 18 | A Storm Giant strides along the sea floor on its way to Maelstrom. |
| 19 | A Dragon Turtle sleeps half submerged as the ship passes. It might be mistaken for a small island. |
| 20 | The ship sails near the lair of a Kraken. |
1d10
Tabella 6
| Tira | Risultato |
|---|---|
| 1 | The characters stumble on bile lichen. |
| 2 | A follower of Seer Echomorne insists the characters come and hear their dooms. |
| 3 | Three Imps from Caer-Dineval ambush the characters. |
| 4 | Two Zhentarim Toughs try to intimidate the characters into giving up their gold and gear. |
| 5 | A bloodcursed Berserker from Dougan's Hole fights the characters. |
| 6 | The characters discover a ritually murdered corpse, sacrificed to Auril. |
| 7 | A Priest of Tempus, drunk on honey mead, mistakes the characters for old enemies. |
| 8 | A character discovers a piece of chardalyn, through which Zlan whispers to them alone. |
| 9 | Twelve Frost Giants on Mammoths approach the gates, demanding the party be sent out. |
| 10 | Mind flayers speak through the voices of every person in town, announcing that the Great Thawing is nearly complete. |
1d10
Tabella 7
| Tira | Risultato |
|---|---|
| 1 | A pack of six Wolves hunts the characters. |
| 2 | The characters come across a Reghed camp. |
| 3 | Weird lights flicker at night from the ruins of a giant settlement buried in the snow. |
| 4 | An earthquake shakes the ground, and a new steam vent opens at the characters' feet. |
| 5 | A Remorhaz begins combat with a dwarf's bones and armor stuck in its teeth. |
| 6 | An Elemental Cultist stalks the characters, seeking to take away their light, heat, and food. |
| 7 | An Adult White Dragon circles overhead. |
| 8 | Psychic emanations from deep under the ice trouble the character's sleep. |
| 9 | A group of 2d6 Toughs from the Reghed Glacier spots the characters and approaches. |
| 10 | A character falls through thin ice into a mind flayer colony that lies just below the surface. |
Forgotten Realms Encounters
Forgotten Realms Encounters
FRAiF 1d20
1d20
Tabella 1
| Tira | Risultato |
|---|---|
| 1 | A Mage Apprentice and their Shield Guardian seek an answer to a difficult magical puzzle. |
| 2 | 2d4 Guards interrogate passersby. |
| 3 | A popular Gladiator seeks challengers to publicly demonstrate the gladiator's might. |
| 4 | An Assassin asks the characters pointed questions about a nearby establishment. |
| 5 | A Noble suggests the characters secure an invitation to a party at Eomane House (see "Blood Night" later in this chapter). |
| 6 | A Doppelganger merchant is offloading stolen weapons at a suspiciously low price. |
| 7 | 2d4 Performers hold an impromptu street show while their Spy ally picks pockets. |
| 8 | 1d3 Priest Acolytes of Oghma peddle tickets to a lecture at the Unrolling Scroll. |
| 9 | An old sailor suggests that the Harborhands crew at the dock needs aid (see "Tide of Teeth" later in this chapter). |
| 10 | A disguised Lamia bookseller and its 2d4 Jackalwere minions promise rare tomes that guarantee entry into Candlekeep. |
| 11 | 2d4 Pirates on shore leave start a fight. |
| 12 | 1d4 Druids rail against recent public works that have devastated a local park. |
| 13 | Two Cultist Fanatics devoted to Myrkul hide blanket-covered corpses in an empty shed. |
| 14 | A Tough Boss and 1d4 Toughs shake down a shopkeeper behind on protection payments. |
| 15 | 2d6 Flaming Fist members (one is a Warrior Veteran, the others are Warrior Infantry) berate citizens about a recent robbery. |
| 16 | A merchant (Noble) specializing in Mechanical Wonders sends the characters to meet the clever clock-worker Flurn Eightspoke (see "Clockwork Memories" later in this chapter). |
| 17 | A Swarm of Rats surges from an alley where 1d6 Wererats wait to ambush wealthy travelers distracted by the swarm. |
| 18 | An Otyugh lumbers from a sewer entrance, enraged at a recent civic initiative to sluice clean water through its home. |
| 19 | 2d4 Commoners share drinks in celebration of their crew's recent good fortune. |
| 20 | 1d4 Nobles spill out of one of Cottle's carriages, unsure how they've suddenly arrived in such a disreputable part of town. |
1d20
Tabella 2
| Tira | Risultato |
|---|---|
| 1 | The party spots an oasis out of their way. However, the oasis is a mirage. |
| 2 | An Ankheg lair is buried in the sand nearby. |
| 3 | Light rain falls. Overnight, the desert blooms with rare flora potentially useful in crafting magic items or working high magic. |
| 4 | 1d6 Gnoll Warriors riding Giant Hyenas seek prisoners. |
| 5 | A Calim sandstorm is coming! (See "Environmental Effects" earlier in this chapter.) |
| 6 | 3d6 Bandits, led by a Bandit Captain, rob any travelers they meet. They ride Camels. |
| 7 | A Druid leads 2d6 Scouts on a pilgrimage. |
| 8 | The party stumbles on the corpses of 1d4 unfortunate travelers. The desiccated corpses rise as Mummies when night falls. |
| 9 | The party spots the crest of a Bulette as the creature hunts for prey. |
| 10 | An oasis surrounded by detailed sculptures has a masked attendant who's a Medusa. |
| 11 | The party spots a temple to a deity such as Chauntea, Ilmater, or Selûne. Long abandoned, it's protected by a Guardian Naga. |
| 12 | A Cult of the Dragon expedition including a Mage, a Death Cultist, and 2d4 Cultists are traveling to a far-off Ancient Blue Dragon who wants to become a dracolich. |
| 13 | A caravan bound for the nearest settlement wants to hire the party for protection. |
| 14 | 2d4 Kochar (Scouts) make temporary camp. They are peaceful and exchange news. |
| 15 | Scattered bones hint at a hidden treasure vault—it's home to a Sphinx of Secrets that ambushes trespassers. |
| 16 | A wandering Archmage seeks forgotten lore. |
| 17 | An Efreeti and its attendants, an Elemental Cultist and 2d4 Cultists, camp nearby. |
| 18 | The party wanders into the ruins of an ancient city swallowed by the desert. It is now the lair of an Ancient Blue Dragon. |
| 19 | The exoskeleton of a long-dead purple worm has become a temporary shelter for 2d6 Commoners. |
| 20 | The city of Miziltep flies by in the distance. |
1d20
Tabella 3
| Tira | Risultato |
|---|---|
| 1 | Sultana Songal, in disguise as a simple scholar, asks the party for news from afar. |
| 2 | An Adult Gold Dragon disguised as a charismatic aristocrat seeks its stolen hoard. |
| 3 | Four Priest Acolytes, led by a Priest, carry the statue of a deity through the street. |
| 4 | A crew of 2d6 Pirates gets kicked out of a tavern and staggers drunkenly into the party. |
| 5 | A merchant offers exactly the magic item one of the party has been looking for. |
| 6 | Construction workers cry for help when the scaffolding around a nearby temple breaks, leaving them hanging above the ground. |
| 7 | An Archmage accompanied by 1d4 Earth Elementals rudely insists the party get out of the road and let them pass. |
| 8 | A Chasme flies overhead, chased by Zeraphi on Carpets of Flying. |
| 9 | An Assassin on a rooftop stalks a Noble. |
| 10 | A portal to Sigil opens in the street, and an Empyrean emerges. |
| 11 | A Mechanical Wonder (domestic) chases an escaped pet. |
| 12 | A Noble recruits the adventurers for an urgent matter that requires great discretion. |
| 13 | A Commoner hosts a con game in the street, challenging tourists to identify where they've hidden a (fake) jewel. |
| 14 | 2d4 Kochar (Scouts) compete in an archery contest. |
| 15 | An angry genie emerges from a nearby shop. Everyone gives them a wide berth. |
| 16 | A Mechanical Wonder (flying) has lost its way and falls in the party's path. |
| 17 | A Mage using a Mechanical Wonder (mobility) barters with a merchant for rare spell components. |
| 18 | A gnome engineer asks the party to field-test an experimental tunneling vehicle. |
| 19 | Deryan Kaya instructs six aspiring inventors on the latest Mechanical Wonders. |
| 20 | Sultana Songal, with guards and attendants, floats through the city in a magic litter. |
1d20
Tabella 4
| Tira | Risultato |
|---|---|
| 1 | A healing spring lies in a grove sacred to elven gods. A creature that drinks from the spring regains 1d8 Hit Points but can benefit from the spring only once a day. |
| 2 | An abandoned animal den provides shelter. |
| 3 | A pack of 2d4 Wolves follows the party, ambushing the characters when they are distracted. |
| 4 | 1d6 Goblin Warriors riding Worgs hunt for easy prey. |
| 5 | A Dryad observes the party. If the characters respect the forest, the dryad approaches. |
| 6 | Two Displacer Beasts ambush the party. |
| 7 | 2d4 Gnoll Warriors prowl a dilapidated cabin with hidden treasure inside. |
| 8 | An elf Scout Captain and 2d4 Scouts patrol the forest and observe the party from hiding. |
| 9 | A Shambling Mound created by Moander's corruption fights any living thing it sees. |
| 10 | The characters enter the territory of a Primeval Owlbear. If left alone, it ignores them. |
| 11 | 3d6 Skeletons climb from their mass grave and begin combat. |
| 12 | A Mage with two Warrior Veteran bodyguards search ruins for treasure. If the party looks vulnerable, they initiate combat. |
| 13 | The party has stumbled into the hunting ground of a Young Green Dragon. |
| 14 | Ancient crypts are now home to a Ghast Gravecaller and 2d6 Ghouls. |
| 15 | The party enters a rotten grove where a Spore of Moander grows. |
| 16 | A Nycaloth leads 2d4 Mezzoloths on a hunt. |
| 17 | A Lich and 2d4 Death Cultists search the ruins for lost magical secrets. |
| 18 | A Zhentarim Assassin hides from the law. |
| 19 | A tree warped by magic and corruption has become a Gulthias Blight. |
| 20 | An elf Archmage and Questing Knight are trying to recover a family heirloom. |
1d20
Tabella 5
| Tira | Risultato |
|---|---|
| 1 | 2d4 Bullywug Warriors try to climb up the side of the ship and loot it of valuables. |
| 2 | 1d4 Hunter Sharks begin following the ship. |
| 3 | 1d6 Merfolk Skirmishers investigate the ship. |
| 4 | A pod of 3d10 Killer Whales races the ship. |
| 5 | One of the characters spots a bottle bobbing in the sea not far from the ship. Inside is a message and a map (see "Message in a Bottle" later in this chapter). |
| 6 | A Noble clings to a piece of driftwood. |
| 7 | A Ffolk merchant vessel bound for the Sword Coast hails the characters and offers to trade. |
| 8 | A Norlander whaling ship approaches to ask if anyone has seen whales nearby. |
| 9 | The ship enters an area of Rusted Sea (see "Moonshaes Terrain"). |
| 10 | 2d4 Sahuagin Warriors riding Reef Sharks spot the ship. They follow and try to sneak aboard. |
| 11 | A pack of 1d4 Plesiosauruses closes on the ship and tries to sink it. |
| 12 | The characters spot the wreckage of a trading vessel that hit a hidden sandbar (see "Wreck of the Silverhand" later in this chapter). |
| 13 | A Giant Shark ambushes the ship. |
| 14 | The characters spot an Archelon. It ignores them unless attacked. |
| 15 | The ship passes an island where 1d6 Pirates led by a Pirate Captain have been left behind after a mutiny. The pirates hail the characters and pretend to be stranded travelers. |
| 16 | A Norlander longship crewed by fifty Guards armed with battleaxes and led by a Berserker Commander searches for a ship to capture or a coastal settlement to raid. |
| 17 | 1d6 Frost Giants living on a passing island pelt the ship with stones. |
| 18 | A Storm Giant strides along the sea floor on its way to Maelstrom. |
| 19 | A Dragon Turtle sleeps half submerged as the ship passes. It might be mistaken for a small island. |
| 20 | The ship sails near the lair of a Kraken. |
1d10
Tabella 6
| Tira | Risultato |
|---|---|
| 1 | The characters stumble on bile lichen. |
| 2 | A follower of Seer Echomorne insists the characters come and hear their dooms. |
| 3 | Three Imps from Caer-Dineval ambush the characters. |
| 4 | Two Zhentarim Toughs try to intimidate the characters into giving up their gold and gear. |
| 5 | A bloodcursed Berserker from Dougan's Hole fights the characters. |
| 6 | The characters discover a ritually murdered corpse, sacrificed to Auril. |
| 7 | A Priest of Tempus, drunk on honey mead, mistakes the characters for old enemies. |
| 8 | A character discovers a piece of chardalyn, through which Zlan whispers to them alone. |
| 9 | Twelve Frost Giants on Mammoths approach the gates, demanding the party be sent out. |
| 10 | Mind flayers speak through the voices of every person in town, announcing that the Great Thawing is nearly complete. |
1d10
Tabella 7
| Tira | Risultato |
|---|---|
| 1 | A pack of six Wolves hunts the characters. |
| 2 | The characters come across a Reghed camp. |
| 3 | Weird lights flicker at night from the ruins of a giant settlement buried in the snow. |
| 4 | An earthquake shakes the ground, and a new steam vent opens at the characters' feet. |
| 5 | A Remorhaz begins combat with a dwarf's bones and armor stuck in its teeth. |
| 6 | An Elemental Cultist stalks the characters, seeking to take away their light, heat, and food. |
| 7 | An Adult White Dragon circles overhead. |
| 8 | Psychic emanations from deep under the ice trouble the character's sleep. |
| 9 | A group of 2d6 Toughs from the Reghed Glacier spots the characters and approaches. |
| 10 | A character falls through thin ice into a mind flayer colony that lies just below the surface. |