SIGNING IN

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.