D266 Traveling Events (d266)

d266 Result

1

1. The players encounter a group of more experienced adventurers heading in the other direction. If the players are polite, they are given some healing potions.

2

2. A naked gnome runs across the path, gasps at the party, then runs back. Cannot be pursued.

3

3. Omens A roll of thunder.

4

4. Omens A black dog runs across the path.

5

5. Omens A lone yellow flower is growing in the middle of the path.

6

6. Omens A shadow drifts over the party.

7

7. Omens A pool of blood.

8

8. Omens The earth shakes briefly.

9

9. Omens The sun bursts through an overclouded sky.

10

10. Omens A beautiful white horse dashes past the party and disappears.

11

11. The players find an encampment of well armed, friendly humans. They may stay the night here and avoid a random encounter for the night.

12

12. A dwarf falls out of the sky and splatters in front of the party. No logical source of the dwarf can be seen.

13

13. A player (whoever does the roll) trips over, takes 1D4 bludgeoning damage.

14

14. A stranger asks to be escorted to a town, but gives the party nothing for doing it.

15

15. The party finds the tracks of wolves going across the path (DC10 Nature/Survival).

16

16. A local ranger gives the party directions to their next destination, but he’s an asshole that sends them the wrong way. Increase the journey length.

17

17. An arrow strikes a nearby tree, with a note attached to it. The note reads “You are a fool for looking!” No source of the arrow can be found.

18

18. A dung beetle pushes a ball across the road. If disturbs, it bursts into a smog, doing 1D4 poison damage and leaves the party member poisoned.

19

19. A mystery key is found laying in the road. If used on a locked door, roll a D20. A 20 will unlock the door, after which the key is lost.

20

20. A thick fog prevents travel for the rest of the day.

21

21. You were travelling in the wrong direction. Add a day of travel to your journey.

22

22. Wandering Bards A song of rest. Lose any debuffs.

23

23. Wandering Bards A song of good health. Gain 1D8 temporary hitpoints.

24

24. Wandering Bards A song of heroics. 1D6 party members gain inspiration.

25

25. Wandering Bards A song of misery. All party members with inspiration lose it.

26

26. Wandering Bards A song of battle. The next combat encounter grants double xp reward.

27

27. Wandering Bards A song of healing. Regain up to half your max HP.

28

28. Wandering Bards A song of pain. Lose 1D8 HP (after the bard has long since passed).

29

29. Wandering Bards A song of storms. A storm starts and forces the party to stop for the rest of the day.

30

30. Wandering Bards A song. Nothing special happens.

31

31. Merchants Only useful item for sale is a potion of vitality, 25gp.

32

32. Merchants Studded leather armor and basic weapons.

33

33. Merchants Five healing potions, 30gp each.

34

34. Merchants Basic adventuring equipment.

35

35. Merchants Wood.

36

36. Merchants Hunters bounty. Fresh meat, some herbs.

37

37. Merchants Herbalist (can give directions).

38

38. Merchants Fisherman

39

39. Merchants Gem & Jewelry merchant (500gp worth of loot)

40

40. Merchants Bug catcher. A DC15 Nature check reveals a cartomoth, that will show them a shortcut if released. 10gp.

41

41. The party catches up with and overtaking a slow travelling farmer, bickering with his wife. They know nothing useful.

42

42. There is an unusually vocal chorus of birdsong. Druids, Hunters, Clerics gain inspiration.

43

43. A stranger asks for directions from the party to the last town they left. If they help him, he gives them 1D6x10 gold when they next appear in town, if ever.

44

44. A line of Goblin heads on spikes line the road. A sign written in Goblin next to them says “Traitors of Yeemik”.

45

45. A man is trapped under a log. If the party helps him, he disappears - it was an illusion.

46

46. The party finds a sword in a stone. A DC15 Strength check pulls it out. It is a +1 Longsword.

47

47. A flower girl skips down the path towards the party, but disappears before she reaches them.

48

48. Religion The party meets an old priest and a young priest, who offer them a blessing. The party has advantage on attacks against undead till they next take a long rest.

49

49. Religion A temple is found on a roll. Use a D6 to determine which God, of the six below, it is dedicated to.

50

50. Religion Shrine to Tymora - If the party makes an offering, they all gain inspiration

51

51. Religion Shrine to Chauntea - If the party makes an offering, the rest of the day has no violent encounters

52

52. Religion Shrine to Mask - If the party makes an offering, they get a surprise round in their next encounter.

53

53. Religion Shrine to Mystra - If the party makes an offering, all spell slots are recovered.

54

54. Religion Shrine to Oghma - If the party makes an offering, they find a shortcut that reduces their journey by 1D4 encounters.

55

55. Religion Shrine to Waukeen - If the party makes an offering, they later find the amount they offered in each of their pockets.

56

56. Religion Abandoned, unidentifiable Shrine - If the party doesn’t make an offering, they trigger a combat encounter.

57

57. Religion Shrine to nature spirits - If the party doesn’t make an offering, a great storm prevents them from travelling any further that day.

58

58. Religion Demon Shrine, covered in blood - If the party makes an offering, they trigger a combat encounter.

59

59. Religion Shrine to Bhaal, destroyed - Nothing happens.

60

60. Trap DC10 Dex check or 1D6 bludgeoning damage, pit fall.

61

61. Trap DC15 Dex check or 1D8 bludgeoning damage, pit fall.

62

62. Trap DC20 Dex check or 1D12 bludgeoning damage, pit fall.

63

63. Trap DC10 Per check or snared, 1D6 bludgeoning damage if cut loose without landing being factored in.

64

64. Trap DC15 Per check or snared, 1D6 bludgeoning damage if cut loose without landing being factored in.

65

65. Trap DC20 Per check or snared, 1D6 bludgeoning damage if cut loose without landing being factored in.

66

66. Trap DC15 Per check or whole party snared by net, roll combat encounter.

67

67. Trap A cupcake lays in the middle of the road. If the party approaches, they trigger a pitfall into spikes. 3D6 piercing damage.

68

68. Trap Magic rune (DC15 Per to detect) triggers, paralyzing party. Roll for a combat encounter.

69

69. Trap Door in the middle of the path. If opened, a Hobgoblin is on the other side and gets a surprise attack. If walked around, the Hobgoblin flees.

70

70. An old man's riddle I have a tail, but no body. I have a head, but no brain. What am I? (coins, 50gp reward)

71

71. An old man's riddle What is running around Waterdeep, yet never truly moving? (The wall, Healing potion reward per player)

72

72. An old man's riddle My rivers are dry, my forests have no trees, my towns are flat and empty, and my roads cannot be walked on. What am I? (A map. The party's journey is shortened)

73

73. An old man's riddle Two bodies have I, though both joined in one. The more still I stand, the quicker I run. What am I? (An hourglass. Time slows down if they get it, and immediately skips to night if they don’t)

74

74. An old man's riddle What kind of ear cannot hear? (An ear of corn. Potion of Cure Silence, everyone deafened if they don’t get it)

75

75. An old man's riddle What has four wheels and flies? (A garbage wagon. Potion of flight if correct, attacked by Stirges if they don’t get it)

76

76. A DC10 Perception check spots a small chest hidden a tree. It contains a gold ring worth 20gp.

77

77. A DC15 Perception check spots a small chest hidden in a tree. It contains 44gp.

78

78. A DC20 Perception check spots a chest hidden in a tree. It contains a +1 Short Sword.

79

79. A DC10 Perception check spots a small chest hidden in a tree. It contains a dead mouse.

80

80. A strong storm picks up.

81

81. The party finds a random cow. No amount of investigation reveals anything of significance about the cow or where it came from.

82

82. A stranger asks to be escorted to the nearest town. If the party agrees, the stranger gives them 100gp upon delivery.

83

83. A group of excited gnomes bounce past the party. If the party is polite to them, one gives them a useless gizmo that makes a chirping noise when wound up.

84

84. A man is trapped under a log. If the party helps him, do a DC15 check. A failure drops the log and crushes the man. He has nothing of value on him, but the saviour gets inspiration if they succeed.

85

85. A man is buried in the road up to his neck, with the ground around him undisturbed. If the party helps him, the head pops out the ground and crawls off on spider legs, cackling. The party takes a DC14 Wisdom saving throw, taking 1D10 psychic damage on a failure.

86

86. An enormous dragon flies over head.

87

87. A DC10 Perception check spots caltrops over the floor which do 1D4 piercing damage to the party if they don’t spot them.

88

88. A drunken dwarf challenges the strongest looking party member to a wrestling match. A DC15 Strength check beats her, and she gives the party member 5gp. The party member gains a level of exhaustion on a failure.

89

89. A road sign points back to wherever the party came from, but is otherwise useless.

90

90. A vagrant asks for food. Nothing happens if they give him some.

91

91. A vagrant asks for money. Nothing happens if they give him some.

92

92. A vagrant asks for money. They get triple what they give back if they give him some.

93

93. The party finds the tracks of an Owlbear going across the road (DC10 Nature/Survival).

94

94. A local ranger gives the party directions to their next destination, shorting their journey.

95

95. A mirror image of the party walks towards them, but disappears before reaching them.

96

96. The party notices that they are being followed by a bush, which runs into the forest when they attempt to investigate. If they pursue, they find a goblin, that throws a gold coin at them to make them go away.

97

97. A stranger on the road tells each PC to repent of their sins. He knows details.

98

98. A door stands in the middle of the road. If opened, the frame bursts with confetti, then disappears.

99

99. The party finds 100gp in a chest in the middle of the road.

100

100. Unusually warm/cold day for season or brutally cold/hot day in accordance with season.

101

101. Extremely windy day. Light gear becomes difficult to keep strapped down.

102

102. Come across other travelers suffering from some problem. (Broken wagon, injured horse, etc.)

103

103. Site of recent natural disaster: flood, forest fire, lightning strike, etc.

104

104. Lost child who wandered too far from home/village or someone's lost pet.

105

105. Animal tracks or droppings.

106

106. Shepherd and his flock.

107

107. Lumberjacks.

108

108. PC discovers new hole in his boot, possibly via a mud puddle

109

109. PC or horse gets rock in shoe/boot.

110

110. One of the PCs has a "bad day". Minor inconveniences plague him. (Trips over ruts in the road, gear difficulties, animal steals his lunch when he turns away for a moment. Etc.)

111

111. One of the PCs has a "good day". Minor perks all day. (Find a copper piece lying in the road. Figures out how to repair some damaged item, the inn they stay at that night has one of his favorite meals as a special, etc.)

112

112. Find an animal in a trap.

113

113. Run into local 'recruiters'.

114

114. Find an empty cave.

115

115. Come across a way haven on the path.

116

116. Find an old marker/sign.

117

117. Bridge washed out/ river flooding.

118

118. They camped on/near a fire ant colony.

119

119. An army ant colony on the move.

120

120. Find a hive.

121

121. Someone stepped into a yellow jacket nest.

122

122. Raccoons invade camp (steal/ruin items and rations)

123

123. Spot a herd of deer or other food on the hoof.

124

124. Spot a herd of wild horses.

125

125. Run across wild young.

126

126. Stumble into a blessed glade.

127

127. Snowball fight or terrain/weather equivalent

128

128. Wild, non-dangerous animal approaches closer for an inspection

129

129. PC's must cross a rickety old bridge or ford a wide stream.

130

130. Rainbow spotted or other lucky omen

131

131. Break a wagon wheel or a horse throws a shoe

132

132. Black cat crosses path, or other unlucky omen

133

133. One PC start whistling or humming, then another, and then everyone joins in.

134

134. Food forgotten at bottom of pack goes bad and smells horrible

135

135. A PC gets a toothache, an earache, or a stomachache.

136

136. A PC realizes they are gaining/losing weight.

137

137. Find strange trash in the road, such as a wagon wheel or a chest of clothing

138

138. Strangely shaped clouds seen on the horizon

139

139. PC finds a hidden detail in recently acquired or purchased item...

140

140. Hidden compartment in wagon or horse saddle.

141

141. Beautiful secluded beach and possibly a warm swim

142

142. PC has digestion problems (fill in your own details)

143

143. Minor piece of equipment is nearly worn out & should be replaced ASAP.

144

144. Stumble into Poison Ivy (just for kicks, dwarfs are immune)

145

145. Find a fully ripe fruit tree or other easy food source

146

146. Find evidence of recent combat, possibly including decaying bodies.

147

147. The PC's have lost some very minor item, such as soap, a pot, or chalk.

148

148. Discover one of the horses is pregnant or ill

149

149. PC finds a tick or leech on their body.

150

150. Thick fog or dust storm blows in

151

151. Road kill: local animal dead in the road, natural causes, scavengers nearby

152

152. Pass a small shrine or holy grotto

153

153. Horse has a leg cramp, needs hour-long rubdown to continue.

154

154. Minor earthquake, small avalanche, or freak storm

155

155. PC gets a song stuck in his head all day

156

156. Mosquito swarm

157

157. It just really feels like today was a lot shorter/longer than a normal day.

158

158. Someone has an allergic reaction to something in the area.

159

159. Toll station

160

160. Beautiful scene, such as waterfall or breathtaking view

161

161. A PC is getting shaggy and needs to get a haircut.

162

162. Pass the ruins of an old outpost or small tower, still 75% intact.

163

163. Pass a roadside grave or the site of a past execution

164

164. An eclipse occurs, a comet flies past, or another astronomical event.

165

165. Quicksand, sinkhole, or other natural ground hazard

166

166. The PC's find money or valuables left in the road.

167

167. A huge nest has fallen from a tree on the side of the road. The strange-looking eggs within seem on the verge of hatching.

168

168. A dwarf falls from the sky onto the road with a splat. (Did a creature drop it, was he launched into the air, did he fall from a floating fortress?)

169

169. A row of severed heads on spikes and a warning sign claiming, “Dis Rode Belong Began”

170

170. A very small goblin wearing an old carpet as a cape leaps into the path and demands tribute.

171

171. A crazed halfling, starved out of his mind, jumps to the backs of the PCs and rips their packs apart with his teeth in search of food.

172

172. A bounty hunter tracks his target.

173

173. A lush garden is filled with ripe vegetables. It is protected by a magical ward, but what is triggered when entering the garden?

174

174. A monstrous mount is ridden by a gnome. Friend or foe?

175

175. Two guards hold a wanted poster. They carefully study the party as they pass by.

176

176. A smiling roadside merchant roasts rats, frogs, and squirrels on sticks. He offers a bite to the PCs.

177

177. A chatty bard walks alongside the party. Time for an exposition dump!

178

178. A bridle ties a well-groomed speckled horse to a nearby tree. The horse is fitted with an elegant but empty saddle. Who does it belong to? Do the PCs take it?

179

179. A powerful storm forced you to take the only available refuge: an elderly couple’s home just off the side of the road. The two room home holds numerous open cups of the same pungent liquid.

180

180. A naked bard asks for a lift to the nearest inn where he left his clothes and money.

181

181. Alongside the road, a charlatan asks the party if they want to see a performance of his trained pets. The slightest affirmative answer causes Steve to give a whistle, and a huge swarm of ravenous locusts suddenly manifests.

182

182. A fat friar hurries past the PCs mumbling, “It isn’t fair.”

183

183. An evil wizard is tied to a stake, the body still smoking.

184

184. Three young men work on tipping over an occupied outhouse.

185

185. A band of orcs runs toward the party. They look over their shoulders and try to run through the party. Something dreadful has terrified them, and the party is heading in its direction!

186

186. Traveling off the main road, the PCs feel like they are being followed. Who is hunting them?

187

187. Three types of meat hang on a spit over a campfire. It is clear that it is three types of humanoids that hang over the flames.

188

188. A snowy road hides a sinkhole that chutes the party on a slalom slide down the mountainside.

189

189. A well-spoken bugbear wearing fine studded leather armor is trapped under a fallen tree. He begs the party to come to his aid.

190

190. A ranger stops by the group’s camp one night and gives them advice on the trail ahead, including places to camp and a tavern where they can get good rates if they mention his name. All his advice is impeccable, but when they mention his name at the tavern, they’re told he died years ago on that very road.

191

191. A shopping list for potions lies on the ground.

192

192. The local baron has enacted a toll bridge. Several peasants were unaware, and cannot afford the toll. They beg the PCs for change.

193

193. You find the remains of a pouch that contains coins from a land you do not recognize.

194

194. The party hears a long stream of curses further up the road. Then they spot a head in the road. A person is still alive, buried up to his neck!

195

195. An arrow hits a nearby trunk, a message wrapped around the shaft.

196

196. A bridge is missing. Where it used to be is now a ferry service, for a sizable fee. The ferry looks like it might consist of bridge parts, and only takes a few travelers at a time.

197

197. A loaded wagon travels down the road toward the party, but it has no apparent means of propulsion.

198

198. As bandits attack, the PCs realize a friend of theirs is among the robbers.

199

199. There is a mysterious flicker ahead, and one member of your party suddenly stops, paralyzed.

200

200. Orcs gather twigs and berries along the road and it’s clear they have non-hostile purpose. Will the PCs attack just because they are orcs?

201

201. A tree falls onto the road. Then a fireball blows up the tree. It appears the PCs are in the middle of a skirmish between druids and fire wizards.

202

202. Flowers by the roadside turn their heads to follow the party, and they’re getting larger.

203

203. An overturned beer cart lies in the road. Nearby, an enormous troll snores loudly, surrounded by empty kegs.

204

204. A set of shackles lies at the side of the road.

205

205. A village can be seen to the west. It isn’t on any of the maps.

206

206. Three pilgrims trudge along the dusty road, an old man and two young men. Simple travelers? Or are they more than they seem?

207

207. You stumble upon an old scroll case wedged between a tangle of tree branches. Inside is a village’s charter of rights and freedoms.

208

208. A dead magic user clutches a scroll in his stiff hand. The scroll says something important.

209

209. A single giant footprint lies along the path. There are no other signs of such footprints in the area.

210

210. You party awakens to find all your gear has been stolen during the night. A quick search reveals twelve sets of tracks and, lying in the middle of your campsite, a smoldering pouch of herbs that, when you sniff them, make you feel slightly drowsy.

211

211. An enormous dragon lands on the road in front of the group. It asks for directions to a certain village, gives the party a generous tip, and then flies off saying he intends to raze it to the ground.

212

212. An exotic, almost alien, weapon or tool lies on the side of the road.

213

213. The PCs mysteriously repeat a piece of road they already passed, though the route has been perfectly straight to this point. The road even includes their footprints.

214

214. A dozen townsfolk are running after a fleeing woman and attempting to stone her to death for being a prostitute.

215

215. Two other adventuring groups are arguing in the middle of the road.

216

216. You see a man-sized shadow from the left side of the road waving its arms at you. “Over here, quickly, I’ve caught one!”

217

217. A person fleeing arranged marriage seeks refuge with the PCs.

218

218. Picked mushrooms lay on stump to dry.

219

219. A strange old man offers the PCs a scroll in a language they cannot read.

220

220. Gnomes are holding a yard sale! They have any number of strange and fascinating contraptions.

221

221. Someone has scattered caltrops across the road.

222

222. You encounter a monk, a monkey, a turtle and a pig, all heading west.

223

223. A weathered sign points off the road, yet with no apparent trail to follow.

224

224. The next 100 feet of road are covered with newly grown grass.

225

225. Ladies clothing and under clothing are strewn in the bushes along the road. How did these get here?

226

226. A formerly brilliant wizard now pesters the party with the incoherent rants of a man driven mad by a botched invisibility spell.

227

227. A drunken dwarf staggers along, challenging everyone to a wrestling match.

228

228. A goblin, on fire, runs shrieking past the party.

229

229. A rock with an odd, glowing rune sits by the road ahead.

230

230. A noble, disguised as a filthy beggar, tests the party’s compassion and generosity. If they pass whatever standard he sets, then he becomes a source of various quests that require personal sacrifice to accomplish.

231

231. A circus is set up alongside the road. A barker on the roadside cajoles you to “come inside and see what wonders it holds.”

232

232. The road crests a hill, and spread out before the group is a stunning, sweeping vista of the land beyond. A painter sits nearby, capturing the scene, and asks the group to pose for his foreground.

233

233. An overturned rowboat sits on the side of the road. There is no river or stream nearby. Under the rowboat is an entrance to a lair.

234

234. A wandering cleric begs the heroes to recover a relic for them.

235

235. A road sign saying where you came from is ahead of you.

236

236. A group of guardsmen hang wanted posters on trees. One face looks familiar to a PC.

237

237. A carriage is stuck high up in a tree.

238

238. In the morning while breaking camp, the PCs spot a bush that wasn’t there before.

239

239. A beautiful woman, adorned in the robes of an enchantress, emerges from hiding near the road and implores you to lend her aid.

240

240. The road is lined with snakes sleeping in the sun.

241

241. A necromancer uses his talents to animate animal and human corpses and forces them to perform in a roadside circus. The townsfolk from a nearby village seem to enjoy the show a bit too much.

242

242. A chain gang digs ditches beside the road.

243

243. A traveling minstrel challenges the wisest looking member of the party to a storytelling contest.

244

244. A wizened tinker sells charms from his cart: dried frogs, finger bones, cat skulls, and the like. Leaving him, you turn to find he is eerily out of sight altogether.

245

245. A paladin of a holy church and his retinue have ridden out on a holy crusade against evil and demand others who serve the cause of good to join their cause on the spot.

246

246. The road starts to get muddy. Soon the mud is two feet deep. Water in the ditches alongside starts to bubble.

247

247. A majestic elk sprints past with something golden caught in its antlers.

248

248. A stranger on the road tells each PC to repent of their sins. He knows details.

249

249. A door stands beside the road, but there is no sign of the rest of the house.

250

250. A wine merchant’s wagon has shattered a wheel and he offers passers-by cut rate prices on his wares as it is getting repaired.

251

251. An ugly old woman struggles to bring her wash basket of wet clothes up from the creek to the road. She stumbles and drops the laundry back down the slope.

252

252. A monk, collapsed and bleeding on the roadside, pushes an unremarkable ring into a PC’s hands and desperately whispers, “You must…” before exhaling his last breath.

253

253. A lost gnome asks for directions.

254

254. A dead raven lies on the road, pierced by a bright blue fletched arrow.

255

255. A table on the roadside holds a large basket of fresh vegetables. A sign reads “1 copper a bunch: honesty is a virtue!”

256

256. You find a small leather bag. It smells of moisture, and contains a set of keys and a vellum map to the location of a small keep.

257

257. The road is littered with bear traps.

258

258. A thick fog has settled on the bridge ahead.

259

259. The group arrives late at night at a tiny village straddling the road. They secure accommodation and food from the friendly locals and fall asleep. In the morning the village is empty and ruined, as if abandoned years ago.

260

260. As the road passes through a hilly region, you spy a cave, from which can be heard the voice of a singing female.

261

261. As you turn the corner, a dwarf and elf are standing over a stack of goblin corpses. They argue over the kill count.

262

262. The party notices a sudden and drastic change in temperature, then just like that, things are back to normal.

263

263. A little girl is watching you from just off the road. The next time you glance over, you see a wolf run away.

264

264. An ecstatic farmer presses a cigar into your hands and proclaims, “It’s a girl!”

265

265. Scratched into the dust of the road are the words, “Good luck tomorrow. You’re going to need it.”

266

266. The entire party suddenly loses their bearings and realize that they’ve walked the same mile three times. Are they road weary or are they caught in something manipulating them.