Contents
Wilderness
The wilds of the Borderlands teem with dangerous animals and ravenous monsters.
DM Secret
This is for the Dungeon Master's eyes only. Unless text appears in a read-aloud box (like the one below), don't read it to the players.
Getting Started
The Wilderness Map displays all the regions characters can visit in this section of the adventure. The player version of this map doesn't reveal the contents of each wilderness region, only the general geographic features. Share that map with your players. The Caves of Chaos and the Keep on the Borderlands aren't labeled on this version of the map so the players don't confuse them with wilderness regions.
To begin, read the following boxed text aloud:
The Wilderness Regions table summarizes the regions in the order they appear within this section. If fully explored, each region provides about 60â90 minutes of gameplay.
Each region is roughly the same difficulty, but the Trail region functions as a tutorial with helpful sidebars. If this is your first time as the DM, encourage the players to start there. Otherwise, have them choose a region shown on the map.
Once the player characters choose a region, go to that region and review its "What You Need to Play" section.
Wilderness Regions
| Region | Description |
|---|---|
| x | Friendly travelers and no-good bandits alike use this dirt road. |
| x | These majestic forests shelter wily fey and occult secrets. |
| x | Territorial lizardfolk and a spy for hire lurk in this wetland. |
| x | Giant spiders plague this vast stand of conifers. |
Exploring the Wilderness
Wilderness encounters occur across large tracts of unmapped backcountry. The text tells you when to use a map and monsters; otherwise, you can resolve encounters using words and imagination.
Region Descriptions
Each description of a wilderness region has the following sections:
- Features. Important features about the region, such as its lighting, appear here. The text assumes the characters explore the wilderness during the day and camp or return to the keep at night.
- Getting Started. This section provides setup instructions for the DM and introduces the region to the characters with thematic read-aloud text.
- Encounters. This section presents encounters that might occur in the region. Each encounter's text details what challenge the characters must overcome.
Combat
Some encounters pit the characters against foes that mean them harm, such as wild animals or greedy bandits. See the D&D Beyond Basic Rules for how to run a combat encounter.
The following stat blocks are used in this section:
Resting
The dangers of the wilds keep travelers on their toes. The characters can take only Short Rests while exploring a wilderness region. To take a Long Rest, characters must visit the keep (see "Keep on the Borderlands"). For more on resting, see the D&D Beyond Basic Rules.
Leaving the Wilderness
The characters can leave the wilderness any time they choose, provided they aren't in combat. If they return to a region later, it's as they left it.
Character Advancement
In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the party gains 1 level. This advancement occurs only once. If the characters are already level 3, they don't gain a level for achieving this milestone.
Region 1: Trail
This dirt trail connects the Keep on the Borderlands to the Caves of Chaos and the lands beyond.
[image: Map: Trail]
Trail Features
The trail has the following features:
- Lighting. The trail is illuminated with Bright Light.
- Terrain. The 10-foot-wide trail is well kept and mostly flat. Spaces off the trail, however, are Difficult Terrain.
Getting Started
To begin, read the following boxed text aloud:
The characters continue down the trail. Along the way, they face one or more encounters (detailed in the following section). The length of the characters' journey is up to you.
Trail Encounters
Each time the characters use the trail, roll once on the Trail Encounters table to determine what the characters encounter. If this is your first time being the DM, run the encounters in the order presented.
Trail Encounters
| 1d4 | Encounter |
|---|---|
| 1 | x |
| 2 | x |
| 3 | x |
| 4 | x |
Looted Wagon
The wagon was looted by bandits, who stole the horses and scared away the driver. Led by a local menace named Pral, these bandits frequently accost travelers along the trail (as happens in the "x" encounter described later in this adventure).
A character who inspects the wagon can make one of the following ability checks to learn more about it. Consider these examples:
DC 13 Intelligence (Investigation). The character deduces the wagon was ambushed by bandits.
DC 13 Wisdom (Survival). The character discovers a striking bootprint left by Pral. The heel is monogrammed with the letter P.
DC 13 Wisdom (Perception). The character finds treasure the bandits missed (see below).
Treasure
The wagon holds supplies intended for the keep: animal feed, bales of hay, and sacks of freshly milled flour. Stashed in one of the sacks is a purse that contains 12 GP.
Talkative Traveler
Mallyn, a Friendly wanderer, is looking for tales of derring-do from brave adventurers. She stops to ask the characters to tell stories of their exploits.
A character can take a minute to tell Mallyn a story and make one of the following ability checks to impress her. Consider these examples:
DC 13 Charisma (Deception). The character spins a grand yarn about a harrowing experience that never happened.
DC 13 Charisma (Performance). The character vividly recounts a legendary story through song, dramatic reenactment, or interpretive dance.
If at least one character succeeds on the check, Mallyn thanks the party and gives them a pouch she found on the trail. Otherwise, she encourages them to keep adventuring until they have something more interesting to share. Regardless, Mallyn prefers to travel alone and doesn't accompany the characters on their journey if invited.
Treasure
The pouch Mallyn found contains 10 GP.
Game Trail
A character can safely navigate the thicket to the source of the noise by succeeding on one of the following ability checks. Consider these examples:
DC 12 Wisdom (Survival). The character follows the narrow game trail used by the elk.
DC 12 Intelligence (Nature). The character knows how to avoid the brambles' thorns.
On a failed check, a character scrambles through but takes 1d4 Piercing damage from the thorns.
Hidden Glen
A hidden glen lies on the other side of the game trail. Dozens of elk graze here in peace. Hiding in the bushes is Haldryck, a Friendly innkeeper who likes to hunt. (Haldryck also appears in "x".)
Haldryck asks the characters to keep his hunting spot a secret. If they agree, he gives the characters 5 GP and encourages them to spend it at his inn when next they visit the keep.
Bandit Ambush
Pral leads a local gang of bandits. Three Bandits hide in the nearby bushes. Pral and the bandits are Hostile to the characters.
If the characters don't relinquish their gold or talk their way out of the situation, Pral gives the signal for the bandits to spring out (see the "Fighting the Bandits" section).
Adjusting the Difficulty
To make the encounter easier, you can reduce the number of Bandits, or you can add another bandit to increase the difficulty.
Avoiding a Fight
As an Influence action, a character can try to defuse the situation and make one of the following ability checks. Consider these examples:
DC 13 Charisma (Deception). The character lies to Pral to gain safe passage, perhaps by pretending to be a fellow bandit.
DC 13 Charisma (Persuasion). The character convinces Pral that violence isn't necessary.
DC 13 Charisma (Intimidation). The character pressures Pral into reconsidering the ambush.
On a successful check, Pral lets the characters pass unharmed. On a failed check, Pral signals the bandits to emerge (see the following section).
Fighting the Bandits
In the case of combat, read the following to begin:
Pral and his bandits are brigands, not murderers. A character reduced to 0 Hit Points by Pral or his cohorts has the Unconscious condition but is Stable. If all the characters are defeated by Pral's band, they wake up 1 hour later on the trail with 1 Hit Pointâand 10 fewer Gold Pieces or no Gold Pieces if they have fewer than 10 GPâeach, along with a mocking note penned by Pral. At your discretion, Pral might reappear to the characters the next time they explore this region to rob them again.
[image: Map: Trail (Bandit Ambush)]
Treasure
Stashed in the bushes are the recent ill-gotten gains stolen by Pral's band. If the characters defeat Pral and his band, they find a sack that contains 20 GP and one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.
Region 2: Woods
North of the keep sprawls a vast forest, home to hardy oaks, meaty mushrooms, and stores of primal magic. Wherever one goes in the woods, mystery and adventure abound.
[image: Map: Woods]
Woods Features
The woods have the following feature:
- Lighting. The thick forest canopy filters sunlight from above, resulting in only Dim Light.
Getting Started
To begin, read the following boxed text aloud:
Woods Encounters
Each time the characters explore this region, roll once on the Woods Encounters table to determine what the characters encounter.
Woods Encounters
| 1d4 | Encounter |
|---|---|
| 1 | x |
| 2 | x |
| 3 | x |
| 4 | x |
Hermit's Hut
A hermit named Xanthe lives here. Banished months ago from the keep, Xanthe is initially Hostile toward the characters, who she believes have come to harass her.
A character who tries to convince Xanthe that they bear no ill will can make a DC 12 Charisma (Persuasion) check. A successful check improves Xanthe's attitude to Indifferent, and the hermit invites the party into her hut, where she shares her story and the rumors on her NPC Card. On a failed check, Xanthe slams the door in their faces.
Occult Ritual
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a faction that delights in death and disarray. They are Hostile toward those not garbed in their cult's attire but don't immediately notice the characters.
The cultists continue intoning until their ritual is complete or interrupted. If disturbed, they fight.
Adjusting the Difficulty
To make this encounter easier, reduce the number of Cultists. Conversely, you can make this encounter more challenging by adding one or more Zombies, which aid the cultists as undead thralls.
Fooling the Cultists
The cultists are Indifferent toward any character wearing a Cultist's Robe, which they might have obtained in the Caves of Chaos (see "Caves of Chaos"). If a character approaches in this disguise, the cultists solemnly motion for the character to join the ritual, but they begin combat if the character refuses.
Completing the Ritual
If the characters join the ritualâor observe it without drawing attentionâthe statue's runes begin to glow with an eerie red light. After 10 minutes, the sky darkens, and the statue suddenly splits in two with a loud crack. Moments later, a wicked, disembodied laugh echoes throughout the forest. The cultists then disband.
[image: Map: Woods (Occult Ritual)]
Treasure
The characters can take robes from the defeated cultists. For each robe they take, give the players a Cultist's Robe.
Sacred Spring
This sacred spring is infused with primal magic.
Healing Water
A character who takes an action to drink from the spring regains 5 Hit Points. Once a character regains Hit Points from the spring, they can't do so again until they finish a Long Rest.
Destroying the Chaos Bell
If the party has the Chaos Bell from the x (see "Caves of Chaos"), a character can submerge the evil artifact in this sacred spring. If this is done at night while the spring is bathed in moonlight, the bell turns to glittering ash.
Sparring Sprites
Four Sprite Skirmishers spar vigorously in this clearing. The sprites are Indifferent toward the characters but interested in testing their mettle against the party.
Sparring with the Sprites
If the characters agree to spar with the pugnacious fey, the bout proceeds as a nonlethal combat encounter. The sprites bow gracefully, then ready their weapons. Roll Initiative.
The sprites fight valiantly but with restraint. A player character reduced to 0 Hit Points by a sprite has the Unconscious condition and is Stable. The sprites expect similar treatment by the characters.
If all the sprites are defeated, they quickly rouse themselves and commend the characters on their tactical prowess. If all the characters are defeated instead, the sprites wait for the characters to wake upâ1 hour later and with 1 Hit Point eachâto thank them for helping the sprites train.
Treasure
In exchange for the characters' spirited participation, the sprites reward the party with one magic item; roll once on the x table in appendix A (rerolling duplicates) to determine the item.
[image: Map: Woods (Sparring Sprites)]
Region 3: Fens
This sodden wetland is home to dangerous wildlife, canny foes, and squelching mud.
[image: Map: Fens]
Fens Features
The fens have the following features:
- Lighting. The fens are in Bright Light.
- Reeds. Tall, slender reeds grow throughout the soggy wetland. Areas with reeds are Lightly Obscured and Difficult Terrain.
- Standing Water. Shallow, soupy pools of murk pervade the fens. The water is Difficult Terrain.
Getting Started
To begin, read the following boxed text aloud:
Fens Encounters
Each time the characters explore this region, roll once on the Fens Encounters table to determine what the characters encounter.
Fens Encounters
| 1d4 | Encounter |
|---|---|
| 1 | x |
| 2 | x |
| 3 | x |
| 4 | x |
Flock of Stirges
Three Stirges descend on the characters. These bloodthirsty creatures can't be reasoned with; the Hostile stirges fight to the death.
[image: Map: Fens (Flock of Stirges)]
Adjusting the Difficulty
To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the scent of blood.
Lizardfolk Swamp
The fen's territorial lizardfolk denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters.
After 1 minute, the lizardfolk appear and tersely command the characters to leave at once. If the characters refuse, the lizardfolk fight.
Detecting the Lizardfolk
As a Search action, a character can scan the mud mounds for signs of danger, detecting the lizardfolk with a successful DC 15 Wisdom (Perception) check.
Fighting the Lizardfolk
If a character approaches the mound or disturbs the treasure (see below), the lizardfolk leap out and start combat. Characters who failed to detect the lizardfolk before the ambush have Disadvantage on their Initiative rolls. The lizardfolk fight fiercely in defense of their possessions.
Treasure
Hidden in the mounds are 20 GP and one gemstone (worth 100 GP).
[image: Map: Fens (Lizardfolk Swamp)]
Spy's Campsite
This campsite belongs to Jacko, a notorious spy for hire. Jacko hides in the surrounding foliage. He is Indifferent toward the characters.
Detecting Jacko
As a Search action, a character can survey the campsite for clues to its inhabitant's whereabouts and make one of the following ability checks. Consider these examples:
DC 15 Wisdom (Perception). The character spots the glint of Jacko's blade in the reeds.
DC 15 Wisdom (Survival). The character spots faint tracks that lead to the spy.
On a successful check, Jacko emerges from the tall reeds and commends the party on finding his hideout. He then offers his services to the party.
Hiring Jacko
Plucky do-gooders aren't Jacko's usual clientele, but for 25 GP, he offers to join the characters in a single fight anywhere in the wilderness. If the party contains a Rogue or a character with the Criminal background, Jacko offers a 5 GP discount. The shady halfling advertises his services as "all inclusive" and "no questions asked" while performing a cutthroat gesture.
If a player character hires Jacko, whenever the characters roll Initiative in the wilderness, ask that player if they'd like Jacko to assist them in the fight. If so, Jacko joins the fray alongside the party. After the fight, Jacko returns to this location unless the characters hire him again.
Sword Ferns
A character who examines the ferns can make a DC 12 Intelligence (Nature) check, identifying the plants as sword fernsâbladelike ferns endemic to jungles and wetlandsâon a successful check.
To forge a path through the ferns, each character must succeed on one of the following checks:
DC 15 Strength (Athletics). The character hacks a path through the ferns with a weapon or stick.
DC 15 Wisdom (Survival). The character finds a safe trail through the ferns used by wild animals.
On a failed check, the character takes 1d6 Slashing damage from the ferns on their way through the gully.
Region 4: Tamarack Stand
This hilly region's sparse trees have short, bristly needles. Forest fires and giant animals are more common in this stretch of the wilds.
[image: Map: Tamarack Stand]
Tamarack Stand Features
The tamarack stand has the following feature:
- Lighting. Bright Light illuminates the region.
Getting Started
To begin, read the following boxed text aloud:
Tamarack Stand Encounters
Each time the characters explore this region, roll once on the Tamarack Stand Encounters table to determine what the characters encounter.
Tamarack Stand Encounters
| 1d4 | Encounter |
|---|---|
| 1 | x |
| 2 | x |
| 3 | x |
| 4 | x |
Flash Fire
The conflagration roars in the party's direction, engulfing everything in its path.
To escape the fire unscathed, each character must succeed on one of the following ability checks:
DC 15 Strength (Athletics). The character scales the gorge to safety.
DC 15 Dexterity (Acrobatics). The character leaps across the branches, avoiding the flames below.
DC 15 Wisdom (Survival). The character cuts through a thicket of trees with fire-resistant sap.
On a failed check, a character takes 2d6 Fire damage on their way to safety.
Giant Spiders' Nest
Two Giant Spiders start combat, eager to make the characters their next meal.
Some characters begin this encounter trapped in the spiders' sticky web (see the "Giant Web" section). Roll a die for each character. On an odd number, the character starts their turn in the web.
Giant Webs
The giant spiders have woven a 20-foot Cube of thick, sticky webs between the trees to snare prey. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks free or the webs are destroyed.
As an action, a creature Restrained by the webs can make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer Restrained.
The webs are flammable and laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn away and are destroyed at the end of the turn.
Treasure
After the fight, the characters find one magic item suspended in the webs; roll once on the x table in appendix A (rerolling duplicates) to determine the item.
[image: Map: Tamarack Stand (Giant Spiders' Nest)]
Hobgoblin Patrol
Three Hobgoblin Warriors were recently separated from their squadron after a bitter defeat. The Hostile hobgoblins are ornery and assault the characters on sight.
Adjusting the Difficulty
To make this encounter easier, you can reduce the number of Hobgoblin Warriors. Conversely, add one more Hobgoblin Warrior to increase the difficulty.
Eavesdropping on the Hobgoblins
To listen in on the hobgoblins' argument, a character must come within 30 feet of the patrol and make a DC 15 Dexterity (Stealth) check. On a successful check, the character hears the hobgoblins debating whether they should x in the Caves of Chaos or hire the x that dwells there (both are detailed in "Caves of Chaos"). On a failed check, the hobgoblins spot the eavesdropping character and start combat.
Treasure
Each hobgoblin carries a leather pouch that contains 4 GP.
[image: Map: Tamarack Stand (Hobgoblin Patrol)]
Pine Seeds
The pine seeds from either tree are tasty, but the seeds from the ruby-red pinecones are poisonous.
A character can try to identify the edible pine seeds and make one of the following ability checks. Consider these examples:
DC 13 Intelligence (Nature). The character identifies both trees and which seeds are edible.
DC 13 Wisdom (Survival). The character observes that local woodland critters eat pine seeds only from the green pinecones.
On a failed check, a character accidentally gathers the poisonous seeds.
Wilderness Encounters
The following tables present additional random encounters the characters might face while exploring the wilderness. The tables are divided by wilderness region.
To generate a random encounter in a region, roll on the table for that region or choose an encounter you like. Use the map for that region to run combat encounters where necessary.
Random Fens Encounters
| 1d8 | Encounter |
|---|---|
| 1 | Three Gnoll Warriors scour the wetlands for treasure. The Hostile gnolls demand one piece of equipment or a magic item from the characters and start combat if their demands aren't met. |
| 2 | Two Goblin Warriors scoop mud from a lizardfolk mound as a belated birthday present for their boss. The goblins are Indifferent toward the characters and ask them to rate the gift. |
| 3 | A nearby bog burps out two Steam Mephits that smell like rotten eggs. The Indifferent mephits try to amuse the characters with noisy emissions of stinky steam. |
| 4 | Two Kuo-Toa Marauders try to kidnap the characters and sacrifice them to an ancient swamp god. |
| 5 | A Friendly Lizardfolk Warden offers to guide the party through the fens. If the characters accept, the warden leads them to Jacko the spy (see the "x" encounter). |
| 6 | Ahead, the corpse of a red-robed cultist lies face down in the mud. The corpse is a Hostile Zombie that jolts up and ambushes any creature that comes within 5 feet of it. |
| 7 | Two Gray Ooze Globs hide beneath a rickety bridge, waiting to ambush the characters. |
| 8 | A sudden downpour causes a flash flood. Each character must succeed on a DC 15 Strength saving throw to swim to dry land or take 2d8 Bludgeoning damage from the debris-infested torrent. |
[image: A Heron in the Fens]
Random Tamarack Stand Encounters
| 1d8 | Encounter |
|---|---|
| 1 | The characters meet Mallyn (see appendix B) on a daytime hike. She tells them that the pine seeds found throughout this region are delicious (see the "x" encounter). |
| 2 | A Stirge feeds on an Ogre Zombie. Both creatures are Hostile toward the characters. |
| 3 | The characters discover an abandoned wagon. One of the crates inside the wagon is a Hostile Mimic. |
| 4 | A hiker (Commoner) with a large backpack needs first aid. As a Help action, a character can tend to the hiker and make a DC 15 Wisdom (Medicine) check. On a successful check, the hiker pays the character 1 GP as thanks. On a failed check, the hiker scolds the party and asks them to leave. |
| 5 | A Hostile Ogre rummages about an abandoned campsite for morsels. |
| 6 | A spooky tree marks the site of an occult graveyard. Four Skeletons erupt from the unhallowed ground and ambush the characters. |
| 7 | Pral and three Bandits sing merrily in a clearing. If Pral was defeated earlier (see the "x" encounter), the bandit leader is his twin brother, Dral. If the characters have one or more musical instruments, the bandits are Friendly and invite the characters to perform. Otherwise, the bandits are Hostile and attempt to rob them. |
| 8 | A Red Dragon Wyrmling soars overhead in the direction of the Caves of Chaos. It ignores the characters and is too far away for any interaction. |
Random Trail Encounters
| 1d8 | Encounter |
|---|---|
| 1 | Three Hostile Hobgoblin Warriors accost the characters along the road. |
| 2 | Cornflower (see appendix B), the keep's Friendly barn hand, invites the characters to a trailside picnic. |
| 3 | Four Bandits disguised as soldiers block the road, demanding a 10 GP toll. If the characters refuse or see through the disguises, the bandits fight. |
| 4 | An out-of-breath Guard chases a runaway Bandit. The Friendly guard shouts for help in capturing the Hostile criminal. |
| 5 | A proselytizing Cultist tries to recruit the characters to the Cult of Chaos. The cultist is Indifferent but fights in self-defense in combat. If the characters accept, the cultist gives them each a small iron bell and performs a short initiation ceremony on the spot. Otherwise, the cultist curses them and continues on. |
| 6 | A Friendly Knight bound for the Keep on the Borderlands challenges the characters to a lightheartedâand nonlethalâduel. |
| 7 | Shannik (see appendix B) leads a cavalry charge from the keep as part of a training exercise, and the characters are caught in its path. Each character must succeed on a DC 15 Dexterity saving throw or take 2d8 Bludgeoning damage from the charge. |
| 8 | A traveling Curate offers to heal the characters' wounds if they have any. |
Random Woods Encounters
| 1d8 | Encounter |
|---|---|
| 1 | A Goblin Warrior suspended in a massive web calls for help. If freed, the Friendly goblin helps the characters defeat two Hostile Giant Spiders that arrive moments later. |
| 2 | The characters come across a swath of trees rotted by a strange blight. A character who examines the trees can make a DC 15 Intelligence (Arcana) check; a successful check reveals the affliction stems from evil magic wrought by occult rituals. |
| 3 | Four Friendly Commoners around a campsite invite the characters to camp with them for the evening; the characters can take a Long Rest at this campsite. |
| 4 | Two Bugbear Warriors use a rusty log saw to fell a mighty oak. The Hostile lumberjacks fight any who disturb their work. |
| 5 | A Hostile and ravenous Owlbear searches for prey. It fights the characters on sight. |
| 6 | Oleira (see appendix B) the trader is picking mushrooms. She can point the characters to Xanthe's hut (see the "x" encounter). |
| 7 | A majestic stag appears in a picturesque clearing. If the characters approach the stag peacefully, it leads them to the sacred spring (see the "x" encounter). Otherwise, it flees. |
| 8 | The characters are caught in a lightning storm. Each character must succeed on a DC 15 Dexterity saving throw or take 2d8 Lightning damage. |