Random Road Encounters

Spending as much time as the road as the average adventurer will lead to some odd run-ins with others, and even downright dangerous situations.

1 – Deserted Camp

The wafting smoke of a dying campfire just off the road ahead can be seen. As the party approaches, the campsite is abandoned, with no items missing nor signs of a struggle.

2 – Lost Nobility

A well dressed, older noble woman is arguing with her personal guards. From the sounds of the conversation, they are completely lost and unsure of where they are.

3 – Ransacked Caravan

A stopped caravan on the road ahead is being ransacked by bandits/goblins, who are pillaging through the carts and crates with reckless abandon. A few of the survivors are being rounded up and are tied up.

4 – The Pilgrim

A lone, elven adventurer is traveling the opposite way, singing hymns and praise to their deity. If spoken to, they will say they are making a pilgrimage to leave an offering in an attempt to gain their favor.

5 – Prisoner Escort

A group of 2d4 armed guards are escorting a row of 2d8 prisoners being marched to the capital for their trials. Suddenly, a commotion begins with a confrontation between the prisoners and the guards.

6 – The Missing Wizard

Slightly up the road is a pair of ornate, worn boots standing up next to each other. From the shoe opening, light trails of smoke are wafting out, and the smell of burnt leather hangs in the air. A hastily scribbled note is lying near the boots, outlining a small fortune that was buried along the road.

7 – Joining the Militia

A group of 2d6 rough-looking townsfolk are traveling the opposite way on the road. They are on their way to join the militia to defend their town from increasing attacks by raiders.

8 – Stalking their Prey

Traveling on the road, the unshakable sensation that your every move is being watched. The longer you ignore this sensation, the stronger the feeling grows.

9 – Destroyed Caravan

Shortly up the road is a destroyed caravan with overturned carts and crates thrown open, with items strewn across the road. A hurt human lays in the middle of the destruction crying out for help. Hidden on each side of the road are 2d6 raiders looking to ambush unwitting passersby. Before attacking, they demand any and all valuables.

10 – Free Boots

A pair of ornate, elven-crafted boots that shine of radiance are standing up, with a simmering trail of smoke coming out of each boot. To the touch they are smoldering hot. There are no footprints around them.

11 – The Noble and the Thief

A scared looking human runs up to you frantically pleading to be hidden or kept safe without explanation before running off. Shortly after, an ornately dressed elf runs up out of breath, claiming to have been robbed by someone matching the human’s description.

12 – Ghostly Apparition

An ethereal, transparent figure is standing ahead on a hill. As you grow closer, the air grows cold, and the figure beckons you to follow them.

Harshvana’s Temple

Created by S.L. Jordan

What’s Going On?

For many years thought to only be a legend of spooked trappers and traveler’s, a sickly rot has slowly been sweeping across the forest. Not only are the plants effected, animals are rotting both in the ground, and before they die. Long ago, a group of druids found themselves delving into the art of necromancy, looking to meld nature with death to bring the spirit of their Goddess into this world. What horrors are waiting to be released from these chambers?

1 – Main Entrance

Stepping into the main room of the temple, a grandiose fountain stands against the far wall. Created as a piece of reverence for the Goddess of the Harvest, she is shown walking with elegance in fine robes, surrounded by the growth of the forest and the animals that are her creations. Along both sides of the room are two statues of Satyrs standing at the ready. Attempting to move past them and through the doorways will cause them to spring to life to keep any intruders from getting any farther.

2 – Worship Chambers

Along the far wall sits a finely furnished pulpit. Tapestries depicting the Goddess of Decay & Rot sit on either side. A figure clad in dark green and black robes is speaking in an ancient tongue to their followers. Upon their head is a mask made of an animal skull, with two long, protruding horns attached to it. With a deep and thunderous voice, the group moves in rhythm with one another, calling upon an ancient ritual.

There are six occult worshipers partaking in the ritual. Clad in long, flowing robes, their faces are hidden to protect their identities.

3 – The Armory

Filled with the spoils of their raiding trips and with assorted arms and armor, the armory is stocked with common and used weaponry. Along the southern wall sits an anvil and a mismatch of tools and trinkets used for repairs.

4 – Holding Chambers

Many an unsuspecting traveler or wayward adventurer has ended up here. A prison of sorts, those deemed worthy enough for sacrifice are held here until the time comes. Those less fortunate don’t even get this far.

The room is dark and dingey, with the metallic scent of blood hanging over the room. Outside of each entryway stands a Satyr shaman.

5 – Storage Room

Filled mostly with rotten food, empty crates, and sour wine, there is not much of value that can be found in this room. Player’s may find some dried goods that can still be consumed.

6 – Misty Room

Stepping into the entrance just before the room is an enchanted ruin. If the players fail to notice it, the doors behind them instantly lock, and a thick hue of grey tinted fog sets in over the room, along with the scent of fresh rainfall. While the fog doesn’t deal any damage, their range of visibility is reduced to less than a foot in front of themselves, and they are unable to stop coughing. Any nearby guards on patrol are alerted to their location, and are unaffected.

In the middle of the room sits the key to unlock the doors on either side.

7 – Private Study

Hidden from the main foot traffic of the area, this room is a hidden laboratory of sorts. In the center of the room is a crude incantation circle. The walls are adorned by rickety and dry rotting shelves that hold a myriad of magical ingredients and recipes which can be used to produce common potions. An eerie green glow is cast across the room from an indeterminate light source.

8 – The Gargantuan’s Chambers

Stepping into the room, the sound and smell of a rainforest covers the air that is thick and damp. The ceiling of the chamber stands roughly fifty feet high. Located directly in the center of the room is what appears to be a large tree that reaches nearly thirty feet into the air. The roots that swirl around its base look more like long, sweeping tendrils than that of a plant. On approach, the creature awakens from its deep sleep, angry and out for blood. A foul mixture of druid magic with necromancy created this abomination, infused with the sole of an ancient being and their lust for destruction.

9 – Resting Chambers

A place for the denizens to rest, this room is simple and crude in structure. Obviously not part of the original construction, the floor is still dirt, and the walls are hastily carved. Rows of simple beds sit here, with meager amenities. Along the far right wall is a hidden exit that can be used to escape in a pinch.

Random Tavern & Inn Names

Looking to add variety to any inn or tavern adventurer’s find themselves at? This list is broken up into four subcategories: cheap, average, expensive, and exquisite. It is recommended to either determine how “classy” the establishment is, or roll 1d4 instead. 1d8 can be used to randomly select a brew as well.

View the link below to download the PDF from Itch.io!

1 – Cheap

d8On Tap
1The Fisherman’s Anchor Brewery
2The Farmer’s Grindstone
3The Blacksmith’s Anvil
4The Barbarian’s Amulet
5Broken Arrow Tavern
6The Caravan’s Campfire
7The Outpost Stockade
8Barren Road Lodge

2 – Average

d8On Tap
1The Journeyman’s Resting Post
2Guard Tower Inn
3Reforged Sword Tavern
4The Homesteader’s Warm Hearth
5The Hardy Witch’s Tavern & Brewery
6Windslow’s Hearth
7The Phoenix Roost
8Wyvern Stash Lodge

3 – Expensive

d8On Tap
1The Dragon’s Throng
2The Baron’s Stockpile
3The Noble’s Reserve
4The Chimera’s Maw
5The Homesteader’s Tankard
6Platinum Millstone Inn
7Dented Armor Tavern
8Golden Wreath Brewery

4 – Exquisite

d8On Tap
1The King’s taphouse
2The Warrior’s Feast
3Distant Island Brewery
4The Stormy Cove Tavern
5The Dragon’s Fang
6The Barbarian’s Hall
7The Valkyrie’s Shield
8The Knight’s Pledge

The Tomb of Eldric Veilaria

Created By S.L. Jordan

What’s Going On?

Long ago, a lone adventurer took it upon himself to root out a cult of necromancers that were terrorizing the countryside. Although he went in, neither he nor the cult were heard from again. A group of adventurers set out to reclaim ancient treasures, but they too never returned…

1 – Tomb Entrance

Descending the cold stone steps into the tomb, the party sees a room with slabs carved out of the walls where skeletons were laid to rest. Each skeleton was left with an offering when they were laid out. Each exit to the room is armed with tripwires made out of bones. When tripped, a loud clattering sound is made.

2 – Cultist Barracks

Six meager beds and a few desks and tables are strewn around the room. The beds look to have not been tended to in many years, with the linens on each dry rotting away. Three of the beds have the corpse of the previous occupant still laying on top, each with a face full of terror.

3 – Séance Hall

Acting as the main gathering place of the cultists, ornate tapestries line the walls of the room. The party may notice that they tell the story of the cult from its creation, through enlightenment, until their prophecized cataclysmic event.

Sitting at the front of the room is an altar, along with an offering made of three skulls, each adorned with wild flower crowns, along with a basin full of dried blood. Searching the altar reveals a key carved out of bone. This key can be used to open the door to the Master’s Chambers (room 7).

4 – Store Room

Filled mostly with rotten food, empty crates, and sour wine, there is not much of value that can be found in this room. Player’s may find some dried goods that can still be consumed.

5 – Makeshift Prison

As the party draws near to the room, the sweet smell of rot and the metallic scent of blood fills their noses. The dead in this room look oddly fresh. On closer inspection, they look to be the missing adventurers. Are they truly dead, or is there something more sinister afoot?

6 – Eldric’s Tomb

Stepping into the room, an instant chilly wave passes through the air, as cold as a winter chill. The room is completely dead silent, without a single whisper. Located in the center of the room is the mangled corpse of Eldric Veilaria. Drawing nearer to him, the body begins to contort and bend in ways not possible for someone who is alive. Rising to his rotten feet, he lets out an undead roar. Full of pain and hatred, he will reclaim the life he once had.

The room appears to have been used as a makeshift storage area before it’s current state. An assortment of rusty weapons and shields lie on the grown, along with a pile of useless trinkets and junk lost to time. A small crate of assorted offerings lies along the wall to the far left. It is a pile of offerings that were deemed not pure enough to be siphoned away to the hidden stockpile (room 9).

7 – The Master’s Chambers

The bone key to enter this room is found inside of the altar of the Séance Hall (room 3). The door appears to be made out of bones from numerous different creatures, hapazardly and maniacally, as if the creator was in a rush. Inserting and turning the key produces an audible click and opens the door.

The room inside is furnished with the finest and rarest materials. A bed, large desk, and wardrobe full of fine clothes line the walls of the room. Lying on the desk is a journal. Most pages look to be the scribbles of a mad man, however the final page reads “I did it, I beat the mortal enemy of life.”

8 – The Master’s Laboratory

Through a short hallway is a rickety wooden set of stairs that descends into a decrepit room below. The air in this room is chilly, and the sound of dripping water can be heard echoing from one of the corners of the room. In the middle of the room is a skeleton with dried skin still rotting of the corpse. It is laying in the center of a small runic incantation. An ancient and evil script is carved into the cold stone in the shape of a hexagon around the body.

9 – Hidden Stockpile

Beyond the room lies a curved hallway hidden behind a gate. Laying in the center of the room is large horde of treasure that was collected as offerings from the members of the cult. Along the walls lie crates of assorted trinkets and other discarded items. On the table lies a bow and a shield.

Random Beer & Wine Names

Looking to add variety to any inn or tavern’s menu? This list is broken up into four subcategories; cheap, average, expensive, and rare. It is recommended to either determine how “classy” the establishment is, or roll 1d4 instead. 1d8 can be used to randomly select a brew as well.

View the link below to download the PDF from Itch.io!

1 – Cheap Brews

d8On Tap
1The Blacksmith’s Beard
2The House’s Brew
3Pit Fighter’s Lager
4The Cheerful Dwarf’s Honey Wine
5Uncle Wyrmnight’s Ale
6Strong Keep Lager
7The Beggar’s Coin
8Lonesome Trapper Stout

2 – Common Creations

d8On Tap
1Commander Radolf’s Juniper Wine
2Centaur Brother’s Ale
3Professor Greythorn’s Spiced Ale
4Undead Denizen’s Stout
5Mountaineer’s Mead
6The Guard Captain’s Personal Stash
7Mountain Bandit’s Lager
8The Bard’s War Song

3 – Expensive Refreshments

d8On Tap
1The Exquisite Witch’s Concoction
2Commander Radolf’s Fortune
3The Northern Wanderer’s Spiced Wine
4The Guard Captain’s Bounty
5Twin Moon Sout
6The Wolf Patriarch’s Brew
7Cold Road Mead
8Cracked Fang Wine

4 – Rare Finds

d8On Tap
1The Dragon Lord’s Finest Elixir
2Gilded Brother’s Fair Ale
3The Baron’s Treasure Trove
4Kingsley’s Finest
5The Roal Enchanter’s Refined Mead
6The Loyalist’s Sweet Wine
7Gleaming Caravan Mead
8The Crafty Aristocrat’s Stout