Dragonbane - Additional Journeys Expanded (2024-01-04)
August 5, 2024 | Author: Anonymous | Category: N/A
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introduction ..........................................2 outskirt encounters..........................3 magna woods encounters ............... 4 iron forest encounters ....................5 haunted marshes encounters............................................6
foot of the mountains encounters ......................7 mirror lake encounters....................8 Kummer Mountains Encounters .......9 additional travel mishaps ............ 10
The adventure book included in the game’s core rules provides the gamemaster with random encounter ideas for five different places in the Misty Vale. With six encounters for each of the detailed locations, it won’t take long to exhaust those ideas. Additional Journeys comes to the rescue with eight to ten new encounter ideas for each of those five places in the Misty Vale . . . plus encounters for two other locations! When rolling on the encounter tables in the core game’s adventure book, you may turn to this collection of random encounters whenever a result comes up as “Nothing Happens.” After all, it’s always more fun when something happens to the adventurers . . . even if that something is wicked and destructive. In addition to the new journeys, you will also find new travel mishaps on pp. 8-10. These may be used in place of, or alongside, the travel mishaps detailed in the core rules. As always, you don’t have to randomly roll for an encounter. If one of the provided ideas triggers your imagination, grab it and run! There’s nothing stopping you, as the gamemaster, from ignoring the dice rolls at times and going with whatever inspires you most in that exact moment. Additional Journeys copyright © Philip Reed, all rights reserved. Artwork on pp. 1, 2, and 8 copyright © Patrice Long, used under license. Cover artwork copyright © Daniel Comerci / danielcomerci.com, used under license. This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.
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random encounters around outskirt 1
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Escaped Criminals. Two humans – Bodin Kilibarda and Vitomir Janovic – are shackled together and doing their best to flee as far from Outskirt as possible. If the men are stopped by the adventurers, they claim that they were captured by orcs and were lucky to escape. The men ask the PCs to free them from the chains. If released, though, the pair wait for their chance to attack the adventurers and rob the party of their belongings. A Friendly Mage. The player characters meet Rodrigo Lisnic, an elderly mage who is searching the nearby forest for a rumored entrance to a long-lost alchemist’s workshop. If the PCs return Lisnic’s friendly greeting and treat the man with kindness and respect, he asks them to help him find – and explore! – the subterranean laboratory. A Wounded Hunter. Jacques Gambin calls out to the player characters, begging for help. The halfling hunter tells the adventurers that he was attacked by a trio of animated skeletons and barely escaped with his life. He points the heroes in the direction of the undead if they ask, but he refuses to chase the monsters. He thanks the party for their aid and leaves once his wounds are bandaged. Relaxing Corpse Walkers. Four middle-aged men in gray robes are resting under a tree. They’re passing a bottle of wine back and forth and invite the player characters to join them. The men explain that they’re guiding a corpse – which is wrapped in cloth and currently lying a few dozen meters away – to a cemetery a few days’ walk from town. If the adventurers ask, the men tell the PCs that the corpse is walking to the cemetery, but can only walk at night. The corpse walkers claim to know the secrets of teaching the dead to walk . . . and maybe they’re telling the truth? A Gutted Tower. Weeds, moss, and thick vines cling to what remains of an ancient watchtower. The crumbling ruins of the tower are dangerous to explore, with any step potentially bringing the abandoned structure to its final destiny. If the player characters do explore the ruined tower, they soon discover a trap door in the floor that opens into a subterranean chamber. Once, long ago, this place housed criminals. Perhaps the dead await discovery? Restless Spirits. Near a gnarled, fire-touched tree the heroes encounter 3d4 ghosts. There is a twoin-six chance that the spirits are hostile and attack the PCs. (If this happens, the apparitions may only move as far as 100 meters from the tree; visible chains of ghostly energy tie the spirits to the tree. If the ghosts are not hostile, then they may be a source of useful information . . . if the heroes take time to speak with the spirits. The GM can use this meeting to impart any setting or adventure details he wishes to share with the players. Goblin Traders. 6d6 goblins and 2d3 wagons block the road. The goblins are trying to pull one of their wagons out of a particularly deep – and muddy – patch in the road. The creatures are friendly and introduce themselves as traders. Each of their wagons is loaded with a variety of trade goods, including some items the heroes’ may need. The goblins offer a trade: they will give the party 3d6 gold if the heroes help free the wagon from the mud. The goblin wagons are being pulled by oversized lizards that are currently tied to the stuck wagon so that the lizards’ strength can be put to good use. A Traveling Merchant. Pandil Torov, a mallard merchant, is traveling between towns on his twowheeled cart. The mallard’s donkey is tired, so the pair are camped under a tree and resting. Torov is friendly and will happily chatter on with the heroes until late in the night. He’s transporting a load of chickens to sell to the townsfolk, and the wagon clucks throughout the night as the terrified chickens find it impossible to sleep.
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additional random encounters in the magna woods 1
An Abandoned Cottage. The ruins of a long-abandoned cottage capture the heroes’ attention. Thick, tangled vines cover the walls and the door is hanging by a single, rusty hinge. If the heroes poke about inside, each player a SPOT HIDDEN check with a Bane. If at least one of the PCs succeed, then they discover something of possible value. (Draw one treasure card.) 2 The Necromancer’s Gallows. Shoddily-constructed and rotting in places, this structure has been here for a long time. 1d4+1 long-dead corpses hang from weakening ropes. There is a two-in-six chance that at least one of the corpses is an animated skeleton that desperately wishes to escape. 3 A Disturbing Vision. A random hero is suddenly overcome with a wave of fear and drops to their knees. The afflicted adventurer must make a CHA roll. If they fail, then they gain the Disheartened condition. If the roll succeeds, then the character has a vision of their near-future. The GM may use this to foreshadow the evening’s expected entertainment. If the hero’s vision comes true, then the PC may make any two die rolls with a Bane during the conflict they foresaw in the vision. 4 The Infinite Funeral Procession. Ghostly figures parade in the distance, led by a spectral horse and wagon. On the wagon rides 2d4 incorporeal coffins and behind the makeshift hearse the spirits moan and wail. If the party keeps their distance do not make noise, the ghostly procession passes without incident. If the adventurers are foolish enough to do something that attracts the spirits’ attention, then 1d4+1 ghosts break off from the funeral procession and attack the heroes. These ghosts grow bored and disengage after 3d6 rounds. They do not re-enage with the party . . . unless the PCs force the issue and pursue the ghosts. 5 A Frightened Child. The heroes come across an infant wrapped in a blanket. Naturally, the party will protect the child and deliver them to the first town or village they come across, yes? 6 Haunted Ground. Hundreds of spirits have seeped into the earth itself, their spectral energy causing a patch of ground to shimmer blue even in the dark of night. Any encounters with the undead or spirits this shift are particularly challenging for the heroes; each PC gains 1d4 Banes at the start of any conflict with the undead or spirits this shift. These Banes apply to any die rolls each hero makes during the encounter with the undead. (There is a four-in-six chance the party encounters undead or spirits of the GM’s choosing before the end of this shift.) 7 A Dozen Furious Orcs. The heroes are attacked by twelve orcs. The orcs flee if 1d4 of them die. 8 A Crucified Corpse. Covered in moss and vines, at first the strange growth looks like a decaying tree. When the party gets to within 20 meters of the anomaly, they recognize it for what it truly is: an elderly, rotting corpse nailed to crossed beams. Each member of the party must make a WIL roll. All who succeed can hear ghostly whispers emanating from the corpse, though no one can make out what the decomposing body is saying. 9 Ruins of a Wizard’s Tower. Stone blocks, shattered and cracked, litter the land ringing all that stands of a tower. The heroes feel uncomfortable when they get within a few hundred meters of the ruins, and any PCs who close to within a few dozen meters of the collapsed tower must make a WIL roll. Any who fail are Scared. There is a two-in-six chance the party finds something of value if they search the ruined tower. (Draw a treasure card.) 10 A Skeletal Entourage. A wizard is surrounded by 3d6 animated skeletons. The group ignores the heroes so long as the party doesn’t try to interfere with the no-doubt evil gathering of forces. If the PCs so much as yell at the wizard, the caster and his entourage attack. If left alone, the wizard and his guards march away, never to be seen again.
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additional random encounters in the iron forest 1
The Minotaur’s Mushroom Maze. The heroes come across a mass of tall, unnatural mushrooms. The fungi is growing close together, creating a maze-like area within the forest. (The GM should use any small maze of their choosing.) This is a minotaur’s maze, and within the twisting corridors of mushrooms the PCs will encounter goblins, orcs, and others who serve their minotaur master. The minotaur, of course, awaits the party at the maze’s exit. 2 A Spider’s Trap. Each member of the party must make a SPOT HIDDEN roll. Out of all of those who fail the roll, one hero is randomly selected . . . who then falls through the earth. A giant spider lunges at the unfortunate PC, the creature hungry and ready to murder its catch. The massive trapdoor spider is a fearsome foe. (Use the giant spider stats in the core rules.) 3 Fleshless Soldiers. 2d4 skeletons, each armed with a longsword and a small shield, are guarding the entrance to a subterranean supply depot. The place is ruined, having been abandoned decades ago, but all this time, the skeletons have stood their ground and stopped intruders from gaining access to the depot. If the heroes manage to overwhelm the guards and enter the underground chamber, they find a lot of useless stuff . . . and 1d4+1 treasure cards, the results of which may prove valuable. 4 The Dwarven Defenders. At first, the heroes smell the smoke. Then, if they investigate, they spot the fire. In a clearing in the forest, 3d4 dwarves wearing chainmail and armed with warhammers stand watch over a funeral pyre. The dwarves are friendly if they are not provoked, and they explain that this is the Infinite Pyre, the flame of which has burned for over a century. Only dwarves who have attained the highest respect of their people are laid to rest on this pyre after their death. 5 An Adventuring Party. Fellow heroes great the PCs. The strangers offer to share camp with the adventurers, so that all of them can benefit from the strength of greater numbers. These rivals are friendly and open to trading information. 6 An Unnatural Rain. The clouds overhead darken suddenly, transforming a clear day into one fraught with darkness and despair. Each hero must make a WIL roll. All who fail are Scared. 7 The Devastated Copse. A mangled ring of fallen trees catches the attention of the heroes. Many of the fallen limbs are broken in multiple places, and evidence of a fire is visible on each tree. The stumps are jagged and as black as coal. Any spells cast within 100 meters of this ruined copse require 1 extra WP over the spell’s normal WP cost. 8 A Sparkling Pool. A small, shimmering pool of clear water stands slightly off the trail. Any heroes who choose to bathe in the pool instantly heal 2d4 HP and recover 1d4 WP. The pool’s powers may only affect a character once. Returning to the pool, even decades or centuries later, will have no effect on one who has already bathed in its pure waters. 9 The Ensorcelled Tree. A massive tree rises above the others, its leaves alight with small, blue flames. The tree almost looks like a giant menorah, and nothing – not even the powerful forces of magic – can extinguish the leaves’ flames. The tree is a site of arcane power, and its flaming light can be seen through the forest from several hundred meters away. Anyone who sleeps within 10 meters of the tree gains the benefit of a shift rest, even if there are enemies nearby. (This benefit is lost if the characters engage in combat or hard work during the shift.) 10 A Crumbling Statue. Once majestic in appearance, this statue of an armored knight is now nothing more than broken bits of marble. Each member of the party should make a SPOT HIDDEN roll with a Bane. If any of them fail, the heroes find an entrance to a forgotten dungeon.
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additional random encounters in the haunted marshes 1
A Shallow Grave. The party stumbles across a fresh grave, the mound of dirt giving away its position without question. If the adventurers choose to exhume the body, they find a mallard covered in dozens of gray, abnormal lesions. Each hero must make a CON roll with a Bane. All those who fail are Sickly. The body has been stripped of all valuables. 2 An Angry Appartition. The ghost of a giant rises up out of the marshy water, soon looming over the heroes and threatening them with its spectral axe. This monstrous evil is treated as a Ghost (see the core rules) with a Movement of 18 and 60 HP. Any roll of “Ghost Strike!” on the ghost monster attack table in the core rules inflicts double bludgeoning damage. (The distance the struck character is knocked back remains unchanged: 2d6 meters.) 3 Ghostly Lanterns. For 6d6 rounds, 4d6 spectral lights bob and weave over the heroes’ heads, whirling about them . . . yet never touching any member of the party. During this time, any rolls the PCs make are with a Bane. Additionally, during the last round, each hero must make a WIL roll. All who fail are Scared. 4 Frightened Goblins. 3d4 goblins are huddled together and crying. They beg the heroes to protect them from the spirits that plague these marshes. If the adventurers safely escort the frightened goblins to the edge of the marsh, then the grateful fellows reward the party. (Draw one treasure card.) 5 A Spectral Abomination. This ghost appears as a mass of glowing, many-tentacled gray flesh with dozens of eyes and three mouthes. The abomination attacks, and any roll of “Touch of Death!” on the ghost monster attack table strikes the entire party as the monster’s spectral tentacles lash out and strike every one of the heroes at the same time. It vanishes after 3d4 rounds. 6 The Wizard’s Curse. For the next shift, the heroes are subjected to the curse of a long-dead wizard. Any rolls made by the PCs during this time are with a Bane. The curse may be removed if the party finds the wizard’s body (which requires a successful SPOT HIDDEN check to find it face-down in the marshes) and gives the mangled, disfigured corpse a proper burial. 7 An Abandoned Wagon. Overturned, missing one of its wheels, and covered in weeds and vines, this wagon must have been left here many, many years ago. Broken crates scattered near the wagon have obviously been searched many times before, but the PCs may make SPOT HIDDEN rolls with a Bane if they wish. Draw one treasure card if even one of the heroes is successful. 8 Eerie Noises. Strange, spooky sounds follow the adventurers this shift. During this time, at the start of any combat, the PCs must make WIL rolls. Any who fail are Scared. At the end of the shift, the sounds cease as suddenly as they started. 9 A Patch of Slippery Ground. This part of the marsh is especially treacherous. Each stretch, the heroes must each make an AGL roll. Any who fail fall prone and must take time to pull themselves out of the muck of the marsh. 10 An Overgrown Corpse. The heroes come across a dead body wearing chainmail. A shattered helmet still adorns the corpse’s skull, which is as bashed as the helmet that failed to protect its wearer. There is nothing of value here.
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additional random encounters at the foot of the mountains 1
The Troll’s Bridge. A stone bridge stretches across a wide gorge, at the bottom of which are scattered the remains of a few dozen sorry souls who failed to safely cross the bridge. A troll makes its home in a cave under the bridge, and it demands a payment of 5 gold coins from each of the heroes if they wish to cross. Even if they pay the troll’s toll, there is a four-in-six chance that the monster attacks when the party is halfway across the bridge. 2 A Shattered Obelisk. The still-standing portion of this stone monument looms over the party, the structure 12 meters at its highest point. The broken upper half of the obelisk lays in pieces, each one of which is now overgrown with moss and weeds. Any heroes who make a successful MYTHS & LEGENDS roll recalls that once, long ago, demons constructed obelisks about these mountains. It is said that these stone pillars served as portals to other worlds, but none of the heroes can be certain that the stories are true. There is a one-in-six chance that before the shift ends, the party comes across another broken obelisk. 3 A Partially-Buried Treasure. In initiative order, each PC must make an AGL roll. The first one to succeed on the roll accidentally trips over . . . something. The GM draws 1d4+1 treasure cards and selects one to represent the discovered treasure. If none of the heroes succeed, then they continue on their way unaware of the missed loot. 4 Dwarven Miners. 3d6 dwarven miners are marching home. They engage the party in conversation. 5 An Abandoned Village. The ruins of an abandoned village catch the party’s eye. There are 6d4 small homes and sheds ringing a large well, and every structure is now nothing more than ruined property. The adventurers may choose to camp within the ruins of the village. If they do, the area is treated as safe location for healing purposes. 6 A Sudden Downpour. Heavy rains force the party to find shelter. If they cannot, or if they choose to press on in the rain, each adventurer must make a CON roll. All who failed are Sickly. 7 Treasure Seekers. A band of 4d4 scoundrels accost the heroes, demanding that the party give them information on the whereabouts of any treasures in the area. These thugs are slow-witted and quick to anger. They attack the adventurers if the party refuses to share rumors or legends of treasures in the mountains. 8 An Avalanche. Heavy boulders, large rocks, and a cloud of debris tumble from the mountains and force each member of the party to make an EVADE roll. Anyone who fails is struck by a rock and suffers 3d6 damage. (The lower the damage result, the smaller the stone that hit the PC.) There is a two-in-six chance that when the dust settles, the avalanche has revealed the entrance to a forgotten dungeon of the GM’s choosing. 9 A Haunted Mausoleum. This small burial chamber, roughly three meters square, sits atop a rocky outcropping. A little-used path connects the mausoleum to the main road, but it is obvious that not many have traversed this area in many years. If the heroes investigate the mausoleum, they find that the metal door has been removed from its hinges. A single wight clings to its corporeal remains, unable to let go of the past and proceed to the afterlife. The spirit attacks the party if they dare enter the mausoleum. Within, if they defeat the wight, the heroes find 1d4+1 treasure cards. 10 A Dragon Swoops Overhead. Flying high above them, the mighty dragon fills the heroes with a fleeting fear. There is a one-in-twenty chance that the monster notices the party and attacks. Otherwise, so long as it is left alone, the dragon continues on its way.
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additional random encounters at mirror lake 1
The Sea Serpent. Thrashing and splashing in the lake draws the heroes’ attention. A few dozen meters from shore, the adventurers spot the tail of some snake-like beast. Seconds later, the head of a giant sea serpent (see the official Bestiary) breaks the surface of the water . . . and the monster turns to stare directly at the PCs. The monster is 3d6 meters long and attacks the adventurers. It can move onto land, but after one stretch out of the water, any attacks against the monster are made with a boon. If the sea serpent is reduced to half its HP, itt dives below the surface and flees. 2 A Beached Raft. The PCs come across the splintered remains of a wooden raft on the lake’s shore. 3 A Lucky Find. As the party walks alongside the lake, one of them notices a wooden chest halfsubmerged in the lake a few meters from shore. Hauling the waterlogged trunk out of the lake is no easy task – a successful STR check with a boon must be made to recover the trunk – but whatever riches are within may be worth the effort. Once the chest is on land, the heroes may open the lid and claim their reward. Draw two treasure cards. 4 Frog People on Patrol. 3d4 frog people (see the official Bestiary) wave at the party. They are friendly so long as the adventurers are also friendly. The frog people are from a nearby village. This particular party is tasked with watching for – and dealing with – any threats before they may reach the frog people’s village. 5 Distant Chanting. Voices carry on the water. Strange, garbled chanting in an unknown language. Any PC who makes a successful MYTHS & LEGENDS roll recognizes the chanting as an arcane tongue. The chanting is coming from somewhere on the opposite side of the lake . . . or perhaps from the Isle of Mist. 6 A Wizened Mallard’s Request. Reginald Featherstone sits in the doorway of his humble cottage and waves at the adventurers. If the party stops to chat with the aging mallard, Featherstone tells the heroes that he is too weak to seek out the starfall mushrooms that he uses to make the medicinal tea that has kept him alive long after other mallards would have died. Featherstone offers to give the party a reward (draw a treasure card) if they will bring him a basket filled with the mushrooms. He gives them a map to a section of the Magna Woods where he has had the most luck finding starfall mushrooms. 7 The Fishing Party. 2d4 human fishermen and women are walking away from Mirror Lake. If stopped, they show the party their catch – several dozen fish – and invite the heroes to join them in making camp for the night. If the PCs are friendly, the fishing party will share their catch with the adventurers. 8 Tentacles. When one of the PCs gets too close to lake – or if the party is using a boat or raft to traverse the lake’s waters – a giant octopus (see the official Bestiary) attacks. The monster flees if it is reduced to half its HP . . . but soon returns with a second giant octopus. 9 A Loud Splash. A single, loud splash attracts the PCs’ attention. If they keep a close watch on the lake and shoreline, the heroes soon spot forest giant (see the official Bestiary) throwing boulders and tree stumps into the water. The giant is enjoying himself and is friendly if the party does not attack him. Maybe he knows some valuable information he will share with the heroes? 10 A Kind Invitation. Seated by a campfire near the lake’s shore is Emma Decesare, a human scholar who invites the heroes to join her for tea and cake. She is cataloging the flora and fauna of Mirror Lake and happily answers any questions the party may have about the creatures that live in and near the lake.
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additional random encounters in the Kummer mountains 1
Dwarven Explorers. A band of 3d4 dwarves are seated around a campfire, heating their dinner of rabbit stew and boiled cabbage. The group is friendly so long as the party is respectful and kind. If the heroes join the dwarves for a bite of food and a few drinks, the band of dwarves soon tell the adventurers that they’re from a small subterranean village a few kilometers away. The dwarves and seeking a lost crown of gold and ask the PCs to deliver the crown to their village if the heroes should happen to come across it in their adventures. 2 A Bewildered Troll. Seated on a large boulder a little ways off the trail, a mountain troll (see the official Bestiary) puffs on a pipe made of wood. The troll, if the heroes are friendly, introduces himself as Urmana and asks the PCs to join him for a spell. He offers to share his pipe with the heroes, but he’s smoking a particularly powerful weed known as dragongrass and anyone who takes him up on the offer must make a CON roll with a bane. Anyone who fails their roll gains the Sickly condition. 3 An Abandoned Camp. The party stumbles across a small camp. Two tents – both ruined and unsalvageable – sit a few meters from a smoldering campfire. Footprints lead from the camp to a rocky path. Anyone who makes a successful BUSHCRAFT roll with a bane follows the footprints up the path to a cave mouth. The footsteps continue into the cave. Will the heroes follow them? 4 Ruins of an Ancient Tower. ??? 5 Desperate Merchants. 3d4 halfling and human merchants ask the heroes for help. Their wagon broke a wheel, and they need someone to journey to Outskirt to buy a new wheel. The merchants promise a valuable reward (draw three treasure cards) to the heroes if they will fetch the wheel. 6 A Towering, Crumbling Statue. A large statue, 10 meters tall, stands amidst a rocky patch of land. The statue – that of a giant mallard – is in disrepair, with the beak and one of the arms broken off. The shattered bits of the statue lie at its feet. 7 A Concealed Cave. One of the adventurers spots a cave opening that is concealed by carefullyplaced vines, branches, and moss. Shifting the detritus out of the way, the heroes can see that the cave extends back several dozen meters. Anyone who enters the cave soon finds a winding tunnel that leads to a subterranean labyrinth filled with unknown risks . . . and possibly useful rewards. 8 An Ice Storm. Without warning, regardless of the season, icy rain falls from the sky and blankets the area in slick, black ice. If the heroes are unprepared for the sudden cold, they made be adversely affected by the change in weather. See the core rules for information on surviving the cold. 9 The Forgotten Grave. An vine-covered grave nestled between two towering spires of stone catches the eye of one of the heroes. The tombstone reads: “Here rests Micael Rosal, loyal companion and brave hero. He who disturbs Rosal’s rest shall be forever cursed.” If the PCs are so crass as to exhume the body, they find the shriveled remains of a human wearing plate armor. A pair of identical short swords lay on either side of the body. Whether or not the promise of a curse is real is left to the GM’s imagination. 10 The Frustrated Wizard. Seated atop a small cart, an elderly human grumps and harrumphs at his donkey, begging the creature to move. The donkey merely looks back at the wizard and brays; it is clearly uninterested in pulling the cart today. The man introduces himself to the party as Miron Rusu and promises them a reward (draw one treasure card) if they can convince the donkey to do its duty. If one of the PCs can make a successful BUSHCRAFT roll with a bane, then the donkey accepts its role and follows Rusu’s commands. Each PC gets one attempt. If all of them fail, Ruso soon spurs the donkey to action without the party’s assistance.
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The core rules offer a mechanic for the pathfinder. This is a PC who is tasked with guiding the party through pathless and wild terrain. The core rules detail a dozen possible travel mishaps, which are
the result of failure on the part of the pathfinder. What follows are another dozen travel mishaps. Use these with those in the core rules to double the total number of travel mishaps at your fingers.
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A Little Lost. The PCs realize that they’ve taken a wrong turn and are lost. They make no progress on the map this shift. The pathfinder must make a BUSHCRAFT roll to get their bearings and find where they lost their way. Another character may make a BUSHCRAFT roll and, if they succeed, they may help the pathfinder. If the pathfinder’s BUSHCRAFT roll fails, then the party loses another shift. Rolling a Demon: If the pathfinder rolls a Demon on their BUSHCRAFT roll, then the characters are terribly lost and spend 1d3 shifts wandering before the pathfinder may attempt a BUSHCRAFT roll again. Obstructed Path. A large, fallen tree blocks the trail. Each character must make an ACROBATICS roll to navigate the obstacle. Those who succeed may help others (as detailed in the core rules). Anyone who fails their ACROBATICS roll makes no progress on the map this shift. (Which will delay the entire party, if the characters stick together.) Rolling a Demon: Anyone who rolls a Demon on their ACROBATICS roll suffers 1D8 damage. This represents the character falling, tripping, or getting scratched and cut on the tree’s jagged branches. Unexpected Encounter. The party isn’t so much as lost as it is delayed. Use any of the journey tables in this book (or the core rules) as you wish to roll for an encounter. Or, if you wish, use the exploration tables in the core game’s solitaire guidelines to generate a random encounter. A Misread Sign. As they travel across the pathless landscape, the party is surprised to stumble on a wooden sign nailed to a tree. The pathfinder must make a MYTHS & LEGENDS roll to decipher the faded writing on the sign. If they fail, then the heroes make no progess on the map this shift. Rolling a Demon: If the pathfinder rolls a demon on their MYTHS & LEGENDS roll, then the party stumbles across a patch of quicksand. See the travel mishaps table in the core rules.
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Blocked by Webs. The pathfinder accidentally leads the party into a mass of thick webs that completely block the way forward. The pathfinder must make a BUSHCRAFT roll to make a path around the obstruction. One other player character may make a BUSHCRAFT roll and, if they succeed, their help grants the pathfinder a boon on the roll. If the pathfinder’s BUSHCRAFT roll fails, then the party loses another shift. Rolling a Demon: If the pathfinder rolls a Demon on their BUSHCRAFT roll, then a random PC gets entangled in the webs and must be cut loose. Whether or not the webs’ creator is nearby – as well as who or what may have crafted the webs – is left to the GM’s judgment. A Swarm of Bees. The pathfinder accidentally disrupts a beehive which instantly unleashes a swarm of angry bees on the party. Each character must make an EVADE roll. Those who succeed escape the bees unscathed. Anyone who fails on the roll suffers 3d4 damage and gains the Exhausted condition. Rolling a Demon: Any player character who rolls a Demon on their EVADE roll suffers 4d4 damage from the swarming bees. Additionally, the character’s movement is reduced by one-half for the next shift. (After which time they have recovered enough to move normally.) Whether or not this slows the rest of the party depends on if the other heroes leave their companion behind. An Ancient Dungeon. The pathfinder’s leadership may have steered the party in the wrong direction, but a fortunate happenstance has left them standing at the entrance to an unknown dungeon. If any of the heroes make a successful MYTHS & LEGENDS roll, then they recall a single detail of the GM’s choosing regarding the discovered dungeon. This is an opportunity for the GM to run the party through a small dungeon.
more encounter ideas Do you need more tools to help you generate random encounters? Of course you do!. Fortunately, there are several options available at DriveThruRPG. The following are systemless or near-systemless game expansions, any one of which should prove useful when you’re in need of even more encounter ideas. • Deck of Old-School Encounters. This 72-card deck features goblins, orcs, scoundrels, friendly NPCs, and a number of beasties. The deck is completely systemless, and was designed to spark the GM’s imagination. Available in both digital (PDF and PNGs) and print-on-demand formats. • Outdoor Encounter Cards. Four different 36-card decks, each one of which gives you the setup for a possible encounter. These were mostly crafted for use with classic ampersand fantasy games, but a clever GM will have no trouble at all adapting the material to work with almost any game system. Each deck is available in both digital (PDF and PNGs) and print-on-demand formats. • D100 Forest Hooks. Another expansion created for the classic ampersand fantasy RPG, this book of d100 encounters – plus d100 rumors – is loaded with ideas. This title is available as a PDF or in print-on-demand. Plus, don’t miss D100 City Hooks and D100 Dungeon Hooks for more ideas! Many, many more options are available at DriveThruRPG. Please visit www.drivethrurpg.com/browse/ pub/16363/Philip-Reed-Games to find more game supplements by the author.
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Wind Storm. Unnatural winds pound the party, forcing them to seek shelter until the storm passes. It takes 1d4 shifts for the storm to die down enough for the party to safely move about the map. If the PCs choose to keep moving during the storm, the pathfinder must make a BUSHCRAFT roll. On a failed result, a random hero is struck by a falling tree limb and suffers 2d4 damage. Additionally, the PCs make no progress on the map this shift.
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Rolling a Demon: If the party pushes onward during the storm, and the pathfinder rolls a Demon on their BUSHCRAFT roll, then 1d4 members of the party are injured by falling tree limbs. (As described above.) Thorny Undergrowth. The party is led into a thick patch of thorny vines. If the pathfinder makes a successful BUSHCRAFT roll, then they spot the threat in time and none of the heroes are wounded by the spike-like thorns. (If traveling at night, the pathfinder suffers a Bane on their BUSHCRAFT roll.) If the pathfinder’s BUSHCRAFT roll fails, then 1d4 random heroes each take 1d6+3 damage as they get entangled in the thorns.
Rolling a Demon: If the pathfinder rolls a Demon on their BUSHCRAFT roll, then every member of the party suffers 1d6+3 damage as everyone unwittingly steps in the thorny undergrowth. The heroes lose another shift as they disentangle themselves from the vines. 10 Ominous Fog. Thick, oppressive fog clings to the ground and hinders the PCs’ vision. Visibility is reduced by two-thirds and the party makes no progress on the map this shift. For time to time, as determined by the GM, the adventurers can hear strange noises coming from somewhere beyond their view. (Roll 1d6: 1. The noises are merely natural sounds. 2. A band of 3d4 goblins are following the heroes. These foul creatures wait for nightfall to make their move. 3. The sounds are coming from a long-overgrown grave. A ghost cursed to forever haunt this area attacks the PCs. 4. A pack of 2d6+2 wolves – hunting for their next meal – now stalk the adventurers. Will they attack? 5-6. Unknown. Use the exploration tables in the core game’s solitaire guidelines to generate a random encounter.) 11 Unholy Ground. A wrong turn, a missed marker, and suddenly the pathfinder has led the heroes into a demon-tainted part of the landscape. The party moves on the map as normal, as if the pathfinder had not failed their BUSHCRAFT roll this shift. Unfortunately, the demon-tainted ground forces all PCs to suffer a Bane on any die rolls made during this shift. (Random encounters could be devstating for the heroes this shift, so the GM is encouraged to be gentle with the party.) 12 A Disease-Infested Corpse. The tangled undergrowth is so thick that the pathfinder accidentally steps on the decaying corpse of a (Roll 1d10: 1. Bear. 2. Cow. 3. Deer. 4. Fox. 5. Goblin. 6. Griffon. 7. Human. 8. Moose. 9. Wild Boar. 10. Wolf.) Each member of the party must make a CON roll. All those who fail become Sickly. Fortunately, the party does not lose any time and makes progress on the map as if the pathfinder had succeeded on their BUSHCRAFT roll. Rolling a Demon: Any player characters that roll a Demon when making their CON roll also suffer 1d4 damage and have a one-in-six chance of gaining condition of their choice. (This is in addition to the Sickly condition.)
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