Wilderness Encounters

TableLLKp. 322014

Wilderness Encounters

d10Encounter
1A pack of Sprites pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen Sprites riding Stirges attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)
2The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a 50 chance to receive a supernatural gift (see chapter 7 of the Dungeon Master's Guide)—a charm that allows a character to cast the Galder's tower spell (see appendix E) once as an action.
3A Treant and a Stone Golem were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe.
4A leprechaun (use Quickling statistics from Volo's Guide to Monsters) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins.
5Gathering firewood results in a visit from an angered undead Treant. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way.
6–7Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use Oaken Bolter statistics from Mordenkainen's Tome of Foes) or a Gibbering Mouther with a mechanical skull housing its central brain.
8–10The characters come across a group of roving outlaws (five to ten Thugs led by a Bandit Captain), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if Gearbox the modron is present.
Raw data
{
  "name": "Wilderness Encounters",
  "page": 32,
  "rows": [
    [
      "1",
      "A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)"
    ],
    [
      "2",
      "The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action."
    ],
    [
      "3",
      "A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe."
    ],
    [
      "4",
      "A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins."
    ],
    [
      "5",
      "Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way."
    ],
    [
      "6–7",
      "Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain."
    ],
    [
      "8–10",
      "The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present."
    ]
  ],
  "__prop": "table",
  "source": "LLK",
  "caption": "Wilderness Encounters",
  "chapter": {
    "name": "Random Encounters",
    "index": 4,
    "ordinal": {
      "type": "appendix",
      "identifier": "A"
    }
  },
  "colLabels": [
    "d10",
    "Encounter"
  ],
  "colStyles": [
    "text-center col-2",
    "col-10"
  ]
}
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