Back From Whence It Came: The Adventure Begins (Part II)


a street corner. The magic may be real or not. I have caught many an unwary adventurer by having a useless, but cheap spell cast on a piece of costume jewelry.

On The Road

1.A group of religious pilgrims who try to convert the players.

2.A merchant whose load of rare silks has fallen off his cart. If they help him to recover them he gives them a bolt worth 1d10 silver pieces.

3. At night, a local group of 4 thugs, the bored sons of local landowners, tries to waylay the party. If captured they offer to pay them 1 silver each to keep it quiet. They will surrender at any sign of a real fight. If they take them to the landowner(s), they will be rewarded with 3 silver each.

4.A runaway horse and cart with a young boy trying to hold on. No reward for helping, but should be worth an extra reward in the form of experience points.

5.A traveling carnival. Will offer supper to party in exchange for stories. Again no reward, but good storytelling should be rewarded.

6.A large snake that frightens any but the stouts of worsteds. Animal handling rolls will be needed to get the horses under control.

The Forest Special Note: while other charts contain good and bad encounters, this is an EVIL forest. You should vary the numbers here based on party strength. Also be sure to include some nasties from your specific game system, either substitute for mine as needed, or add to this list.

1. 1d6 +2 wolves. They are hungry, and will mainly attack the horses.

2.1d4 trolls, who carry large clubs. A careful search will locate their lair, if the trolls have been defeated it will be an easy task of searching cave. They will find some still useful leather armor from an old victim, and 3 serviceable daggers. There will also be two large chests of gold and trinkets taken from victims but they will be impossible to carry with them. They can opt to bury them if they want to try to come back for them at a later date.

3.A scouting band of elves that do not care for trespassers. If there is an elf in the party they will be let off with a warning. If not they will be attacked. The elves carry short swords and bows.

4. A will-o-the-wisp, which includes olfactory illusions. The party will see what appears to be a fire with

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