Encounters: Forest (1d166)

A mix of hostile and non-hostile encounters

Citation

DNDSpeak, Red Dice Diaries, AdventureAWeek, Mage Armoire, DM Lair

1d166 Result

1

13 straw dolls arranged around a weeping willow

2

1d6 bandits using the forest as a lair have spotted the player party, roll a further D6 to determine the nature of the bandits. 1-2 : They are criminals seeking to rob anyone they come across. 3-4 : They are the followers of a deposed noble who seek to rob the corrupt agents of the local officials and give the wealth they gain to the oppressed local peasants. 5-6 : The bandits are part of a fringe religion who were exiled due to their beliefs, although they are not necessarily immediately hostile, due to their treatment they are suspicious of stanger, but their leader has some druidic powers.

3

A 10×10 iron cage. On one side, the bars have been broken and bent outward.

4

A 5×5 pit trap covered by a lattice of thin branches and leaves approximately 10 feet deep and lined with wooden spikes at the bottom.

5

A beautiful, clear stream. The water is lightly sparkling, and produces an intoxicating, soporific effect when consumed.

6

A bird’s nest that has toppled to the ground. Among the twigs and grass making up the neat is a locket on a chain. Within the locket is a very small uncut diamond.

7

A boot filled with water and a live fish.

8

A broken beartrap. There are owlbear feathers found nearby.

9

A broken compass.

10

A camouflaged giant trapdoor spider nest, 15 feet in diameter.

11

A child’s laughter is heard off of the path, along with a flicker of light, which keeps appearing further away if the party follows. It leads them to the body of an elven boy with an arrow in his back.

12

A circle of mushrooms which is on a layline or offers another type of benefit to wizards who sit in it.

13

A circle of red and white spotted toadstools grow here, roll a D6 to determine the natures of the toadstools. 1 : the toadstools are highly poisonous. 2-3 : the toadstools are slight poisonous, causing stomach upsets and providing no nutrition but otherwise inflicting no damage. 4-5 : the toadstool are nutritious and may be harvested, they function as one set of rations. 6 : the circle is a gateway to the realm of fey, if certain conditions are met (as determined by the GM) whilst a person stands in the circle they will instantly be transported to the realm of fairy.

14

A circular area about 40’ across in which everything has been burned to ash.

15

A cleared campsite complete with campfire ring, firewood, a trough of fresh water, and three loaves of fresh bread wrapped in thick paper and tied neatly with string.

16

A clearing filled with huge flytrap plants. They will attack the smallest character or familiar first.

17

A clearing with a single bush in its center, and the bush is wildly different in colors than anything else in the area (ie, purple leaves, or something similar).

18

A cozy hut with a lit fire and enough food to feed a whole family. It’s also a giant man-eating plant, but they’ll figure that out soon enough.

19

A crashed airship which is stuck in a few trees and has grown in.

20

A dead character from one of the character’s past stands amongst the trees, with the appearance and wounds they had when they died. Only one person can see them. The character doesn’t move, but silently watches the player. Any attacks go through them without causing damage. They dissolve into a smoke-like darkness after 1d6 minutes.

21

A dead rabbit dressed in chainmail armor.

22

A deep fog rolls in faster and thicker than one would think is natural. All rolls related to navigation or investigation based on the terrain have disadvantage.

23

A dog with a fancy collar appears to lead the party to an area of disturbed dirt and begins to dig it up. Upon closer inspection the party finds the body of a small girl holding a leash that looks quiet similar to the dogs collar. When they turn to examine the dog, he is nowhere to be found.

24

A door standing upright in thick bushes completely ignored by nature. If a player opens the door a small cabin interior is found and the faint aroma of cooked meats float out.

25

A fairly new pair of children’s shoes.

26

A gigantic oak with gnarled branches reaches up into the sky here, rising above the rest of the forest canopy, however the tree appears to be afflicted with a dark grey fungal disease that is causing the trunk of the tree to slowly rot and crumble away.

27

A glade where the sounds of the forest fade away to silence. Then you realise you can’t hear your footsteps any longer. Or your voices…

28

A glass jar full of beach sand.

29

A great and partially collapsed tree squats here, the trunk resembles a frowning face when seen in a certain light. In-fact the trunk is an ancient Treant who has long been occupied with a particular question, listening closely to the tree may enable the PCs to hear a low grumbling voice musing on the question. If the PCs can answer it then the Treant will rouse and may be able to provide the heroes with knowledge on ancient lore concerning the forest since it has dwelt here for hundreds of years.

30

A great elk is seen watching the party from a distance. It almost looks as if the elk is wearing a crown made of twigs and vines.

31

A great stag spots the PCs as they move through the woodland, it pauses briefly before darting away into the trees.

32

A group of goblins arguing over directions.

33

A grove of saplings that were intentionally seeded among piles of humanoid bones, creating natural effigies that rattle in the wind.

34

A hooded figure sits on a stump. He does not respond to anything. If you attack or touch the figure they collapse into a swarm of spiders.

35

A horned helmet, the inside of which is coated with wet moss and small mushrooms.

36

A horse saddle with a broken strap.

37

A hunter’s bag with seven freshly killed rabbits.

38

A hunting party compromised of D6 humans is encountered, they are trappers who have just emptied their traps and are returning home for the day. Although initially suspicious of people they don’t know, if befriended they may be able to provide useful information about the forest.

39

A large herd of owlbear asleep in a berry patch. Blue stains cover their beaks and they cannot be easily roused (location likely under fey influence).

40

A large iron cauldron that has been split in half. There is blast damage on the surrounding trees.

41

A large oak tree with five axe blades embedded in the trunk in various spots. Nonetheless, the tree looks healthy and strong.

42

A large owl and a large squirrel chase after a terrified goblin.

43

A large tree of dark aspect stands here, the rest of the vegetation seeming to have drawn away from it as though in fear, the bark of the tree is dark and occasionally a ruddy coloured sap leaks through tears in the skin of the tree. If the PCs are here at night then they will occasionally glimpse what appear to be faces amongst the leaves and hear moans from the great tree. Years ago a group of settlers met a foul end, dying near the base of this tree, it has absorbed their pain and anguish, if the PCs can find some way of freeing these trapped souls they will be grateful and may be able to provide some small assistance to the PCs.

44

A large X on a large rock painted in blood.

45

A low branch with a robin’s nest and three eggs. The eggs are just about to hatch and the mama robin wants you gone.

46

A mysterious glowing fountain that has two koi swimming in a constant circle (one black with a white dot one white with a black dot).

47

A NE goblin is trapped in a giant spider’s web. If the players approach, the goblin untangles himself and attacks as a Druid alongside the spiders.

48

A necklace with the same number of small vials of blood as the number of party members.

49

A pack of goblins on wolf-back runs by the party too scared to stop, followed by two bears and two druids in hot pursuit.

50

A part of the forest that is in a perpetual winter. Upon inspection, the forest is protected by a barrier and is attempting to repair itself after a particularly bad drought.

51

A party member trips on a hidden rock. As they are falling, they feel as though they are being ‘caught’ before hitting the ground. A nearby ent uses it’s vines to catch the player before they hurt themselves.

52

A patch of thorns with various dead animals decomposing in it. A scratch results in 1d4 damage plus save for paralysis.

53

A perfectly circular clearing where no trees grow, symbols carved in the the trees surrounding it.

54

A piece of parchment pinned to a tree with a rusty dagger. On it is the word “Run!”

55

A pile of newly carved wands, none of which have been finished or empowered.

56

A pile of old deer hide.

57

A pile of shit with human clothes, hair and bones in.

58

A porcelain doll of a young girl with the eyes scratched out.

59

A potters bench and a carefully cultivated bed of tea roses. The bench holds five empty clay flower pots and a small gardening trowel.

60

A raven wearing a top hat and monocle is perched on a tree branch. It sees the party and says, in a loud voice, “Now I’ve seen everything!” and flies off.

61

A river flows from a cave that opens into a spring. On the far side from the opening there is an obelisk that exudes this water in the center of an ancient Stone Giants Palm.

62

A rock that kind of looks like a dog.

63

A seashell beneath some brush. When held up to the ear, it relays a muttered conversation between a man and a woman in an unrecognizable language.

64

A set of wind chimes made from finger bones hanging from a tree.

65

A severed hand holding a rabbit’s foot.

66

A shimmering pond in an oak grove known for making anyone who drinks from it lucky for three days.

67

A silhouette of a humanoid figure burned into the ground.

68

A silver medallion featuring a crescent moon.

69

A skeleton is pinned to the tree by a long spear, it has obviously been here for some time and is falling apart. The skeleton is a little tall and thin to be human, the spear is long and elegant, apparently made of silver it stubbornly refuses to be removed. If the PCs can work out a way to remove the spear then they will have gained a valuable ancient weapon, but why was it used to pin the skeleton to the tree? Perhaps it is an undead creature, held inactive by the silver in the spear?

70

A sleeping stone giant covered in pine trees.

71

A small grassy clearing that has one area that the grass refuses to grow. The area is in the shape of a man lying down.

72

A small spring that offers refreshing drink, but once left, cannot be found again.

73

A smashed lute with broken strings and a dagger plunged into the body.

74

A spruce tree decorated with ribbons and orbs of painted glass.

75

A strange circle of stones.

76

A strangely aggressive pack of wolves prowl this area of the forest, displaying an unusual level of intelligence when it comes to stalking and killing their prey. The pack is lead by a dire wolf of great intelligence lurking a short distance off.

77

A stray patch of light where there is a break in the canopy illuminates a patch of mossy green undergrowth, clinging to the floor of the forest. A person proficient with herbs may deduce that some of these herbs have healing properties, D3 bundles of herbs can be gathered and function as a lesser healing potion.

78

A stump of a tree whose rings form a chess board.

79

A tent that has been ripped to shreds by something large and awful.

80

A thick fog hovers over the ground, reaching up about two feet (to the chests of any halflings in the party, to the knees of humans). Anyone putting their heads in the fog (bending down to pick something up, etc.) hears muffled screams and far-off voices begging for their lives.

81

A traveler’s bedroll. It is old and moldy. Hidden between two blankets is an opal pendant on a leather string.

82

A tree decorated with 100 white ribbons. Misfortune to any who removes a ribbon. The more ribbons removed, the greater misfortune.

83

A tree that grows both apples and pears on the same branches.

84

A tree that has been recently split down the middle by lightning.

85

A tree whose branches all point west.

86

A treehouse that is seemingly abandoned. After a short climb, the characters can enter the treehouse via a rope ladder. Inside is a journal and notes that describe a hunter searching for a great beast that can very easily blend in with it’s surroundings. With a high enough perception check, a player can notice that something on the ceiling begins to move…

87

A tunnel drilled under a redwood tree.

88

A wanted poster with an image of one of the party members. The reward is insultingly low. Pixies can be hear laughing nearby.

89

A wicker basket filled with edible mushrooms.

90

A wise and magical owl which sits on a trunk and speaks with the players.

91

A wooden flute that has been snapped in half.

92

An abandoned woodcutter’s hut. Sleeps two, but is in very poor condition.

93

An archway woven together by trees or tree branches leading to a small temple.

94

An area of forest about 50’ wide absolutely covered in spider webs.

95

An area where nothing grows, not even druid magic can grow plant life there.

96

An assortment of small stones laid out in the shape of an arrow pointing north.

97

An empty lumberjacks camp, in which all the tents are filled with potted plants. A powerful fey Lord was visiting the camp and decided to turn the wood cutters into plants and saplings.

98

An enormous pit trap into which you might stumble. Can you escape before whoever set it – or whatever they set it to catch – returns? Or perhaps turn the sprung trap into an ambush for the hunters?

99

An invisible tree.

100

An old canvas tarp, dirty and musty, but still in good condition.

101

An old oak tree that has, somehow, grown around into a spiral. On the trunk is a handprint in the bark that looks as if someone pressed their palm into soft clay. Most who place their hand in the print feel nothing but cold wood, but a chosen few feel warmth and a heartbeat.

102

An old tin box full of wooden buttons of various sizes.

103

An old wheelbarrow filled with gravel. At the bottom of the gravel are the remains of a human foot.

104

An old wooden whistle that attracts bees.

105

An open scroll case filled with live spiders.

106

An umber hulk is snacking on a small bear.

107

As the night lengthens, from the shadows surrounding the campfire, come the light chiming sounds of children’s laughter. The laughter gets louder as the flames fall to coals.

108

As the party walks into the forest, they are greeted by an adventuring group coming the opposite direction. They chat for a little bit, explaining they found the woods too dangerous and are making their way back to whatever town the party has just come from. A little farther into the woods, the party finds the corpses of the same adventuring group, gathered around the sputtering embers of a fire…

109

Bioluminescent forest. At night many of the plants glow in the dark.

110

Cats appear to be watching the party from the trees. Dozens upon dozens of them. Whenever a member of the party approaches them they run away and can’t be found (may serve as lookouts for a darker force).

111

Cloying mist drifts into the region. You can barely see five paces ahead of you. Vague, bulbous forms can be seen protruding from the trees as you pass. Fungus. This isn’t mist, it’s spores.

112

Crows are screaming at each other as the party enters the woods. Increasingly, the screams sound like words, demanding blood.

113

DC: 12 (survival) check to avoid agitating a beehive hanging low above the path. If failed, a swarm of bees attacks the party.

114

Early in the day the party passes underneath a suit of armor suspended in the trees, branches occupying the inside of the suit as if they had squeezed out the body that occupied it before. Branches sprout from the facemask wildly, limbs protrude from the leg and armholes, and the entire chest piece is nearly bursting from the volume of foliage it contains.

115

Eight different trees twisted together to create a shelter underneath.

116

Garden of Flowers – area of the forest covered in colorful flowers.

117

Giant Statue, overgrown with plants.

118

Grove a trees that appear to be transparent slightly. Upon closer inspection, the trees are made of flawless crystals.

119

Hanging from a branch, a clean set of traditional wedding garb for both bride and groom.

120

In the distance the sound of a flute instrument can be heard. After pushing through a rather thick layer of brush the clearing offers an interesting sight. A group of woodland animals circle around an ancient tree stump, sitting upon it is a small boy playing a flute. When you approach he stops playing and the animals flee into the brush and he fades into nothing.

121

In the distance you see a light. When you get closer you see a lamp hanging from a tree swinging in the wind. It is full of oil but there are no signs of whoever put the lamp there.

122

It is black as night underneath one tall tree, everywhere else the light comes through as normal.

123

Land that, as the party walks across it, produces a hollow sound, like the soil beneath holds a cavern or void.

124

Next to a creek you find about a dozen human-shaped trees. The trees are actually people who were attacked by a ‘wooden basilisk’, a variant of the species.

125

Some low brush from which a soft giggle can be heard, but the source not found.

126

The air in this area is full of tinkling, high-pitched laughter and whispers, the characters feel their clothes tugged by unseen hands and they are tripped by an invisible foe. This area is the lair of Roll 2d6 Sprites, whilst playful and annoying they are not actually evil, if the PCs are genuinely good-hearted, are elven or show good humour then the Sprites will eventually reveal themselves and will provide a small token of their appreciation before disappearing to make sport of someone else.

127

The corpse of a giant that has a tree growing through its chest.

128

The crumbling, broken remains of an adventuring party that has been turned to stone. A dwarven warrior, elf sorceress, and human rogue are all in defensive poses.

129

The forest opens up to a large, hastily made clearing. There are a dozen campfire remains spread about and the signs of a large force of people having camped here. Careful investigation uncovers some abandoned personal cookware and a military style polearm. The campsite is less than a week old.

130

The ground on both sides of the trail seems odd; upon closer examination, it is absolutely swarming with termites, covering the whole ground like a wave. If the party steps off the trail, the insects scatter from the party’s feet, leaving strange, momentary footprints in the ground.

131

The ground trembles beneath you, trees turn and tilt, and panicked cries of creatures ring through the woods as the ground lifts up on the back of a colossal, ancient tortoise. Centuries of loam and soil slide from the shell and the creatures waking croak rings through the air.

132

The huge piles of white petals here make this clearing look like a snowy wonderland.

133

The party begins to hear the forest floor shake, sending birds fleeing from the treetops. A hulking giant ape traipses through the forest in front of them, pushing trees aside to make room for its huge form. DC: 14 (stealth) check to hide from the ape, which has a 50% chance of attacking the party.

134

The party begins to notice silver vines snaking up nearby trees, eventually finding a thick silver vine bearing (1d4) golden fruit among its branches. Each fruit counts as 1 ration when consumed, and grants the user the effects of the bless spell for 24 hours.

135

The party comes across a rotting, hollowed tree covered in fungus and dripping with yellow slime. If the party approaches the tree, the slime begins to move on its own, attacking the party as an ochre jelly.

136

The party comes across a small fenced garden, growing some carrots and potatoes. The smell of stew fills the air, and a gnome appears, and invites them to have a meal.

137

The party comes across a thick tree, filled with 2d6 big wasp hives. If they stay around for too long, they are attacked by the same number of wasp swarms.

138

The party encounters a two story crack 3 meters up in a tree…filled to the brim with an abnormally large bee hive full of honey.

139

The party finds a scared injured owlbear cub hiding under a large bush. The party can choose to leave it, or keep it and nurse it back to health.

140

The party finds a well labeled “wishing well: insert money for fortune.” Every (PC level) gp thrown in adds grants the “lucky” feat for one hour, or until used.

141

The party is set upon by a group of bandits, ferociously attacking them with abandon. Suspiciously, they do not yell or even speak. DC 10 to notice their mouths have been sewn shut and their eyes look wild with panic, as if their actions are not their own.

142

The party stumbles upon a Treant nursery. They’re cute, but you have three minutes until their mothers arrive.

143

The party watches as far above, a couple of monkeys swing through the canopy, shrieking back and forth. They seem to be fleeing something.

144

The PCs enter an area of the forest where a thick mist seems to hang around the trees, the mist is actually trapped in almost invisible strands of webbing strung by giant spiders who dwell further up in the trees. If the webs are disturbed then D6 spiders will investigate searching for delicious prey.

145

The players hear the sounds of cries and screams from soldiers and the guttural cries of a nightmarish creature echo through the forest. The last one goes quiet before they reach them. If they choose to search, they find scattered around the ground the weather-worn skeletal remains of 16 soldiers from a long-dead empire known for it’s brutal methods, some of which are found ripped apart apparently trying to flee.

146

The remains of a goblin hunting party that came to a bad end.

147

The remnants of an overgrown stone circle are slowly being reclaimed by nature in this clearing, remnants of flowing Elven script can be glimpsed on the menhirs, but much of it is illegible. Anyone able to read it will be able to deduce that the fragments discuss a great exodus to flee from a dark foe.

148

The ruins of a forest hermits hut can be encountered here, they are overgrown but it is clear from the disarray inside and some bones scattered around that the hermit met an unfortunate end. Searching the hut may reveal some random items of minor import and also a copy of the hermit’s journal where he talks about a many-legged menace that is drawing closer to his home every night, but that he fears to flee.

149

The smoldering remains of a small campfire.

150

The storm-wrecked shell of an old Norse longboat.

151

Three broken war axes.

152

Three dozen soap bubbles of various sizes gently floating on the breeze. They pop easily and release a pleasant rose scent which heals 1 hit point to the person closest to it and within two feet.

153

Three empty but unbroken wine bottles.

154

Trees that float several feet off the ground. Inspection reveals shimmering glyphs under the bark.

155

Twelve arrows thrust into the ground beside a broken longbow.

156

Two empty crystal goblets and a bottle of fine red wine perched atop a tree stump.

157

Two small wooden figurines of gnome warriors inside a small box lined with straw.

158

We stumbled upon a long-abandoned pit trap with broken stakes at the bottom! It had partially crumbled, but was still quite dangerous.

159

When your players awake in the morning after a restless night of camping, they discover footprints all around them in the dirt. Their backpacks have been looked through, but nothing has been stolen. This happens a few more nights in a row.

160

You find a corpse with it’s eyes and mouth filled with dirt, still grasping the axe that’s embedded in the nearest tree.

161

You find a massive circle of felled trees, in the center of which is a malnourished and wild-eyed greataxe wielding orc, yelling about fending off an endless hoard of regrowing enemies.

162

You find a small spring surrounded by old ruins of what seemed to be some kind of church. The water is extremely cold. Once per short rest, when you drink the water, you can choose to end an effect on you, such as charmed or poisoned, or heal 1d6. For every minute you are sitting in the water, you must make a DC 14 Constitution check. On a success, you can end an effect on you and heal 1d6. On a fail, the water is too cold for you and you have to get out. You can’t get the same effects until you finish a short or long rest

163

You past through a barren section of the forest that was damaged about a decade ago by a forest fire. In the middle of this relative desolation, you find a circle of trees that seems untouched by fire that destroyed the surroundings.

164

You see a human trapped in a bear trap. Upon release she shifts into bear form and runs away.

165

You see an ent trapped between two boulders. Upon freeing him he grants you all 2 hours of Barkskin.

166

You suddenly realize that all the noise in the forest is gone. As if silence had been cast but you can still talk and make noise as normal. Suddenly the forest is filled with howls, screeches, and buzzing so loud it deafens the party. When the party can hear again the forest is back to normal.