Mountain Encounters
Choose one of these 26 mountain encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Choose an Encounter
Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.
| Encounter | Levels | Type | Time | Immediate problem |
|---|---|---|---|---|
| 1. Mountain Pass Toll | 2–4 | Social / combat | 15–25 | A toll gang has blocked the pass with a wagon. |
| 2. Rockslide | 2–5 | Timed hazard | 10–20 | Loose stone threatens the path before a safe alcove. |
| 3. Abandoned Mine | 3–5 | Exploration / combat | 20–30 | A dry mine office contains a ledger beyond scavengers. |
| 4. Avalanche | 3–6 | Timed hazard | 15–20 | A snow shelf cracks above the only visible refuge. |
| 5. Mountain Guide | Any | Social / travel | 10–20 | A guide offers a tested route in exchange for a clear contract. |
| 6. Hidden Cavern | 2–4 | Exploration / recovery | 15–25 | A glow behind a fallen slab reveals a forgotten cache. |
| 7. Mountain Storm | 2–5 | Navigation / shelter | 10–20 | Wind threatens a ridge crossing with a marked refuge nearby. |
| 8. Mountain Monastery | Any | Social / practical trial | 15–25 | Residents ask guests to help raise a fallen bell. |
| 9. Mountain Temple | 3–5 | Puzzle / combat | 20–30 | A neglected guardian waits for a displaced prayer disk. |
| 10. Mountain Lake | 3–6 | Exploration / social | 15–25 | A snagged boat blocks access to a survey chest. |
| 11. Mountain Riddle | Any | Puzzle | 10–20 | A stone voice asks for the one thing no traveler can leave behind. |
| 12. Mountain Goat Herd | 1–3 | Exploration / animal handling | 10–20 | Goats block a bridge while one feed bag tangles their tether. |
| 13. Avalanche Survivors | 2–5 | Timed rescue | 15–25 | Three stranded travelers need a safe path cut through settled snow. |
| 14. Mountain Spirits | Any | Social / remembrance | 15–20 | A harmless vision asks for a cairn to be rebuilt. |
| 15. Mountain Dragon | 9–12 | Social / dangerous combat | 20–35 | A young dragon offers passage for recovery of its stolen signet. |
| 16. Mountain Caverns | 3–5 | Exploration / combat | 20–30 | A low cave offers a shortcut past a damaged ridge. |
| 17. Mountain Storm Giant | 12–15 | Social / dangerous combat | 20–30 | A giant needs a bell returned before the storm worsens. |
| 18. Mountain Pass Collapse | 3–6 | Exploration / hazard | 15–25 | A broken section leaves a short but exposed gap. |
| 19. Mountain Elemental | 5–7 | Puzzle / combat | 20–25 | A stone guardian blocks a shrine after a cairn is disturbed. |
| 20. Mountain Pass Guardians | 3–5 | Social / practical trial | 15–25 | A watch post asks travelers to repair a warning beacon. |
| 21. Mountain Refugees | Any | Social / assistance | 15–25 | Travelers need a safe axle repair before nightfall. |
| 22. Mountain Hermit | Any | Social / investigation | 15–20 | A recluse knows a shortcut but wants a spring cleared. |
| 23. Mountain Storm Elemental | 5–7 | Combat / bypass | 20–25 | A living wind circles a broken summit vane. |
| 24. Mountain Hags’ Bargain | 6–9 | Social / dangerous combat | 20–30 | Three rival hags want a disputed ledger returned. |
| 25. Mountain Treasure Trove | 5–7 | Puzzle / combat | 20–30 | Two statues guard a cache keyed to a public inscription. |
| 26. Mountain Fissure | 2–5 | Exploration | 15–20 | A wide crack offers both a direct crossing and a slow safe route. |
Running This Collection
Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.
Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.
For related campaign planning, see improving Storm King’s Thunder. These encounters stand on their own.
1. Mountain Pass Toll
At a glance: levels 2–4 | Social / combat | 15–25 minutes | Creatures: 3 × Bandit.
A wagon stands across the track. Three figures lift crossbows behind its wheels.
Setup. A 70-foot path is 15 feet wide, with a solid south retreat and a north gate. Three bandits stand 30 feet north. The wagon gives half cover; an eastern goat path bypasses it in 30 minutes, without a cliff jump.
Trigger. They demand 5 gp for passage, revealing themselves before combat.
Run it. Payment works; DC 12 Persuasion reduces it to 2 gp if travelers offer news or supplies. Refusal permits the goat path. In combat they shoot from cover and surrender after one falls. No automatic surprise applies merely because they began behind a wagon.
Resolution and reward. Their toll ledger identifies a nearby stolen caravan. Returning it to the caravan master earns 20 gp; their purse contains 12 gp.
Adjust. Easier: 2 bandits. Harder: 4 bandits, all visible during the demand.
SRD reference: Bandit
Medium humanoid (any race), any non–lawful alignment
AC 12 (leather armor) | HP 11 (2d8 + 2) | Speed 30 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.
2. Rockslide
At a glance: levels 2–5 | Timed hazard | 10–20 minutes | Creatures: No combat creatures.
Small stones bounce from a fresh crack. Twenty paces ahead, a deep alcove cuts into the wall.
Setup. A 60-foot path has a 20-foot central danger section and a safe east alcove. Its south side is a shallow bank, not an undisclosed fatal drop. The localized rockfall uses original hazard rules.
Trigger. The first loud crack starts initiative and a two-round countdown.
Run it. On count 0 round 2, creatures in the central section make DC 12 Dexterity saves: 2d6 bludgeoning on failure, half on success. Moving into the alcove or back beyond the south marker avoids it. A rigid barrier erected before the fall provides advantage on this scene’s save. Clearing rubble afterward takes 20 minutes.
Resolution and reward. A survey box in the alcove contains a 15 gp compass and a map of the next pass. Failure does not automatically bury survivors.
Adjust. Easier: collapse occurs round 3. Harder: one crate blocks the alcove and needs an action to move.
3. Abandoned Mine
At a glance: levels 3–5 | Exploration / combat | 20–30 minutes | Creatures: 3 × Giant Rat.
A broken ore cart blocks half the entrance. From beyond it comes the sound of gnawing wood.
Setup. A 50-by-20-foot dark mine hall has a 10-foot ceiling and south entrance. Three giant rats feed 20 feet north; a west ledge bypasses them to an unlocked office 40 feet ahead. The entrance remains usable.
Trigger. Rats hiss when someone approaches within 10 feet of their grain sack.
Run it. A ration tossed east distracts them for 1 minute. The cart can be moved with an action and DC 12 Athletics, or 5 minutes using a lever. If fighting, rats use Pack Tactics and retreat after two fall. The office floor is sound, not a second hidden collapse.
Resolution and reward. The ledger names an unpaid worker and a 25 gp payroll tin. Returning the ledger earns directions to another surveyed mine.
Adjust. Easier: 2 rats. Longer: use the named worker as a living contact at the next town.
SRD reference: Giant Rat
Small beast, unaligned
AC 12 | HP 7 (2d6) | Speed 30 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (−2) | 15 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) |
- Senses: darkvision 60 ft., passive Perception 10
- Languages: —
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
4. Avalanche
At a glance: levels 3–6 | Timed hazard | 15–20 minutes | Creatures: No combat creatures.
The slope answers your footsteps with a hollow boom. A stone overhang stands beside the next bend.
Setup. A 100-foot trail has south retreat and a safe overhang 50 feet east. The last 20 feet are deep snow, difficult terrain. No cliff borders this section; the slide is an original localized hazard.
Trigger. The boom starts initiative; explain the overhang’s protection immediately.
Run it. On count 0 round 3, exposed creatures make DC 13 Dexterity saves: 2d6 bludgeoning on failure, half on success, then slide 10 feet west. Those under the overhang are safe. Survivors can still move toward shelter; no automatic suffocation occurs. A secured guide rope prevents the forced slide but not the damage.
Resolution and reward. After 20 minutes the settled snow leaves a usable trail. An abandoned pack at the refuge contains 4 rations and its owner’s name.
Adjust. Easier: refuge is 30 feet away. Harder: an injured traveler needs assistance walking with the party.
5. Mountain Guide
At a glance: levels Any | Social / travel | 10–20 minutes | Creatures: 1 × Scout.
A traveler marks two routes on a flat stone. “Three hours by the ridge. Six by the valley. Same destination.”
Setup. A 50-foot trail junction has south arrival, north ridge, and east valley routes. Guide Hessa uses scout statistics and speaks Common. Her map and worn trail markers support her claim.
Trigger. She offers ridge guidance for 5 gp, paid half now and half at the far cairn.
Run it. Agreement avoids navigation checks for this leg. A DC 12 Insight check confirms she means to honor it; asking about landmarks yields the same concrete evidence without a roll. Declining permits the longer safe valley route. She will not fight merely to enforce a fee, and no hidden ambush invalidates a paid successful guide service.
Resolution and reward. Hiring saves 3 hours and creates a named contact. Helping repair her torn pack waives the first half-payment.
Adjust. Shorter: she is already leading other travelers. Longer: another guide offers a cheaper but visibly less documented route.
SRD reference: Scout
Medium humanoid (any race), any alignment
AC 13 (leather armor) | HP 16 (3d8 + 3) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
- Skills: Nature +4, Perception +5, Stealth +6, Survival +5
- Senses: passive Perception 15
- Languages: any one language (usually Common)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
6. Hidden Cavern
At a glance: levels 2–4 | Exploration / recovery | 15–25 minutes | Creatures: 2 × Giant Fire Beetle.
Orange light leaks from beneath a stone slab. Scratches on its edge look like old tool marks.
Setup. A 30-foot cave has an 8-foot ceiling, south opening, and dry northern shelf. Two giant fire beetles wander 15 feet inside, lighting the cave with their actual Illumination trait. They are not fire elementals.
Trigger. Moving the loose entrance slab reveals the insects and a sealed box on the shelf.
Run it. A lever and 5 minutes opens the gap without a roll; a rushed DC 12 Athletics action works too. The beetles avoid travelers unless handled or attacked, retreating into cracks if hurt. Crossing the uneven but stable floor requires no check. The slab cannot trap the party unless deliberately moved back.
Resolution and reward. The box contains 18 gp and a survey note identifying a safe northward spring. Taking the beetles is unnecessary.
Adjust. Easier: slab already stands open. Longer: its owner’s descendant wants the survey note returned.
SRD reference: Giant Fire Beetle
Small beast, unaligned
AC 13 (natural armor) | HP 4 (1d6 + 1) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (−1) | 10 (+0) | 12 (+1) | 1 (−5) | 7 (−2) | 3 (−4) |
- Senses: blindsight 30 ft., passive Perception 8
- Languages: —
Illumination. The beetle sheds bright light in a 10–foot radius and dim light for an additional 10 feet.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage. A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
7. Mountain Storm
At a glance: levels 2–5 | Navigation / shelter | 10–20 minutes | Creatures: No combat creatures.
Rain turns sideways. A painted arrow on the last cairn points toward a hut below the ridge.
Setup. A 90-foot open ridge has south return and a hut 30 feet west, connected by visible stakes. The coming storm heavily obscures beyond 10 feet after one round; this brief effect is original scene design.
Trigger. The first gust gives time to secure ropes or head toward the hut.
Run it. Following stakes or a guide rope reaches shelter without a roll. Ignoring both requires DC 12 Survival once, with failure adding 30 minutes before returning to the south cairn. The hut holds dry wood and space for four. Apply any established campaign exposure rules separately; this scene adds no arbitrary exhaustion on arrival.
Resolution and reward. A map on the hut wall identifies the next sheltered route. Refilling its wood rack helps the next travelers.
Adjust. Easier: smoke marks the hut. Harder: a fallen branch needs two actions to clear from its door.
8. Mountain Monastery
At a glance: levels Any | Social / practical trial | 15–25 minutes | Creatures: 3 × Commoner.
A bell lies on its side in the courtyard. Three robed residents struggle with a crooked lifting frame.
Setup. A 50-foot enclosed courtyard has a south gate and north guest hall. Three commoners speak Common; none has invented monk combat powers. Rope, poles, and a block and tackle lie beside the bell.
Trigger. They offer lodging after the bell is safely hung again.
Run it. Using the available tackle and two helpers takes 20 minutes without a roll. A rushed lift requires DC 13 Athletics with Help; failure leaves the bell safely on the ground but costs 10 minutes resetting. Residents decline dangerous plans that risk crushing people. No combat is required to prove worth.
Resolution and reward. Help earns 4 rations, a safe rest, and directions to the next mountain temple. Refusal permits departure by the same gate.
Adjust. Easier: frame already stands. Longer: recover a missing pulley from a visible 10-foot roof ledge.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
9. Mountain Temple
At a glance: levels 3–5 | Puzzle / combat | 20–30 minutes | Creatures: 1 × Animated Armor.
A bronze disk lies in drifting dust. Across the hall, an armored figure stands before a closed screen.
Setup. A dim 40-by-30-foot hall, ceiling 15 feet, has south entrance and north screen. One animated armor stands 25 feet north; the matching disk recess is beside it. Open roof slits admit dim daylight.
Trigger. Approaching the screen without the disk prompts the guardian to step forward.
Run it. Returning the disk to its obvious recess takes one action and deactivates the guardian, an original control condition. If attacked it uses actual Slam attacks and immunities, pursuing only within the hall. The screen slides open by hand once the disk is seated; no blessing spell is needed.
Resolution and reward. A caretaker’s tin behind the screen holds 30 gp and a register naming a nearby shrine keeper.
Adjust. Easier: disk is already beside the recess. Harder: a loose beam covers the recess and needs an action to shift.
SRD reference: Animated Armor
Medium construct, unaligned
AC 18 (natural armor) | HP 33 (6d8 + 6) | Speed 25 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 13 (+1) | 1 (−5) | 3 (−4) | 1 (−5) |
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 6
- Languages: —
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
10. Mountain Lake
At a glance: levels 3–6 | Exploration / social | 15–25 minutes | Creatures: No combat creatures.
A rowboat rocks against a sunken branch. Its painter leads to a locked chest on the opposite shore.
Setup. A 40-foot-wide lake inlet has firm south and north shores and a 20-minute eastern walking route. There are no hostile lake creatures. A rowboat lies 10 feet from shore.
Trigger. The party chooses whether to free the boat or take the shore path.
Run it. A pole and one action free the snag. With a secured painter, pulling the boat to shore needs no check. Swimming without a line requires DC 12 Athletics once; failure returns the swimmer to the reachable south shore after 10 minutes, dealing no damage. The chest’s key hangs on the boat’s visible peg.
Resolution and reward. The chest contains 25 gp and a map marking a safe pass beyond the north shore. Taking the walking route loses no treasure.
Adjust. Easier: boat floats at the landing. Longer: return the boat to its owner at the next village for 10 gp.
11. Mountain Riddle
At a glance: levels Any | Puzzle | 10–20 minutes | Creatures: No combat creatures.
A carved face opens its eyes. “What follows you uphill, weighs nothing, and vanishes when the light is gone?”
Setup. A 40-foot terrace has south retreat and east passage. A speaking stone stands 20 feet north beside a closed side cache. The voice is an original noncombat site effect, not a borrowed monster.
Trigger. It asks its riddle only when someone touches the cache handle.
Run it. The answer is a shadow. Equivalent explanations count. A wrong guess gives the hint “look at your feet at noon”; after three guesses it offers a practical alternative: brush dirt from its inscription for 10 minutes. Passage east remains open regardless, and there is no hidden punishment.
Resolution and reward. Solving or cleaning opens a 20 gp silver compass case. The face identifies the next two route markers.
Adjust. Easier: sunlight casts a clear shadow on the face. Longer: a companion suggests an alternative answer worth discussing.
12. Mountain Goat Herd
At a glance: levels 1–3 | Exploration / animal handling | 10–20 minutes | Creatures: 4 × Goat.
Four goats crowd the planks. A torn feed bag has wrapped around the lead animal’s tether.
Setup. A 20-foot-long, 10-foot-wide bridge crosses a shallow dry gully between south and north paths. Four goats stand at its center; the gully’s walk-around takes 10 minutes.
Trigger. Approaching the feed bag makes the lead goat stamp and lower its horns.
Run it. A ration tossed north leads the untethered animals off the bridge. Freeing the remaining tether takes an adjacent action after DC 11 Animal Handling, or 5 calm minutes with food. Failure means the goat backs away, not an automatic fall. If attacked, use actual Ram and Charge rules.
Resolution and reward. The herd owner gives 8 gp for safe return at the north camp, plus directions to a wider livestock trail.
Adjust. Easier: tether slips free. Harder: two animals are tangled, needing separate actions.
SRD reference: Goat
Medium beast, unaligned
AC 10 | HP 4 (1d8) | Speed 40 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 11 (+0) | 2 (−4) | 10 (+0) | 5 (−3) |
- Senses: passive Perception 10
- Languages: —
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure–Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
13. Avalanche Survivors
At a glance: levels 2–5 | Timed rescue | 15–25 minutes | Creatures: 3 × Commoner.
Three faces look out from a broken hut. Between you and them, snow rests against a bent support beam.
Setup. A 60-foot basin has south approach and a hut 30 feet north. Three commoners are safe inside for now. A shovel and spare brace lie 10 feet west; no active avalanche crosses the party.
Trigger. Shifting the bent beam carelessly starts an original three-round roof countdown.
Run it. Bracing it first takes one action with the spare timber and prevents collapse. Clearing a path then takes 10 minutes per worker, reduced to 5 minutes with two workers. If unbraced, on count 0 round 3 the doorway fills with snow, delaying rescue by 1 hour rather than killing occupants automatically. Tell players about the visible roof strain.
Resolution and reward. Rescue earns 20 gp and a trustworthy account of an unsafe northern pass. The travelers can walk once released.
Adjust. Easier: beam is already supported. Harder: one traveler needs carrying to the south camp afterward.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
14. Mountain Spirits
At a glance: levels Any | Social / remembrance | 15–20 minutes | Creatures: No combat creatures.
Three pale figures place stones that fall through their hands. Their empty cairn stands beside the trail.
Setup. A 50-foot open ledge has south and east paths. Three original noncombat projections stand at the north edge, away from the walking route; loose cairn stones lie safely beside them.
Trigger. A figure gestures from the stones to three matching outlines.
Run it. Placing the three stones takes one action each, no check. If players hesitate, the figures demonstrate the order: largest base, flat middle, pointed cap. Wrong placement simply topples the small cairn without damage. Leaving the scene remains safe; these figures cannot possess, curse, or attack anyone.
Resolution and reward. Completion reveals a 20 gp quartz under the base and a clear view of the next route marker. A respectful farewell also learns the direction, without treasure.
Adjust. Easier: first two stones already stand. Longer: a living pilgrim asks to add a name to the cairn.
15. Mountain Dragon
At a glance: levels 9–12 | Social / dangerous combat | 20–35 minutes | Creatures: 1 × Young Red Dragon.
A red head rises behind a ridge. “Bring back the ring. Leave the wagons, and yourselves, intact.”
Setup. A 120-foot pass has open south retreat and a north dragon perch 60 feet ahead. One young red dragon guards a stone arch. Its stolen signet lies in an abandoned crate 25 feet west, visible from the trail.
Trigger. The dragon demands the signet and points directly at the crate.
Run it. Returning it grants passage and ends the demand without a roll. Refusal permits southward withdrawal before combat. Attacks invoke the actual breath, multiattack, and defenses, with no promise of a fair low-level duel. It stops pursuing at the arch once its signet is returned. The signet is nonmagical and not cursed.
Resolution and reward. The dragon pays 100 gp for a peaceful return. Keeping the ring leaves a marked stolen object worth 30 gp to a metalworker.
Adjust. Easier: crate is beside the party. Longer: another traveler claims the signet was pledged to them as payment.
SRD reference: Young Red Dragon
Large dragon, chaotic evil
AC 18 (natural armor) | HP 178 (17d10 + 85) | Speed 40 ft., climb 40 ft., fly 80 ft. | CR 10 (5,900 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) |
- Saving Throws: Dex +4, Con +9, Wis +4, Cha +8
- Skills: Perception +8, Stealth +4
- Damage Immunities: fire
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30–foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
16. Mountain Caverns
At a glance: levels 3–5 | Exploration / combat | 20–30 minutes | Creatures: 1 × Darkmantle.
A painted arrow points into the cave. Inside, a dropped lantern rests beneath a suspiciously dry stalactite.
Setup. A dark 40-by-20-foot tunnel has a 10-foot ceiling and south/north exits. One darkmantle hangs 20 feet north; a western wall path avoids passing directly beneath it. A 1-hour outdoor detour remains.
Trigger. Walking beneath it causes it to move, and initiative precedes its attack.
Run it. Probing the formation reveals it without a required check. Use actual Crush attachment, blindness, and detachment rules, plus Darkness Aura’s action and concentration. At 5 HP it detaches and flees through a crack. It does not get an attack outside initiative because it looked like stone.
Resolution and reward. The lantern owner’s pouch holds 18 gp and a sketch of the northern exit. Traversing the cave saves the detour time.
Adjust. Easier: it flees when first disturbed. Harder: retrieving the pouch requires approaching its original perch.
SRD reference: Darkmantle
Small monstrosity, unaligned
AC 11 | HP 22 (5d6 + 5) | Speed 10 ft., fly 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 13 (+1) | 2 (−4) | 10 (+0) | 5 (−3) |
- Skills: Stealth +3
- Senses: blindsight 60 ft., passive Perception 10
- Languages: —
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Actions
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15–foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
17. Mountain Storm Giant
At a glance: levels 12–15 | Social / dangerous combat | 20–30 minutes | Creatures: 1 × Storm Giant.
A huge figure kneels beside a ruined tower. A bell lies upside down near the trail, out of its reach behind the wall.
Setup. A 120-foot terrace has south retreat and a north tower. One storm giant waits 70 feet north; a small signaling bell is trapped beneath a fallen beam 20 feet west. This bell is small enough for adventurers to carry.
Trigger. The giant requests retrieval and offers to identify the safest onward pass.
Run it. A lever and two actions free the bell; DC 14 Athletics can do it in one action. The giant speaks Common and explains the weather without mandatory magical trials. If attacked, its actual Lightning Strike is available; the peaceful offer never requires enduring it. Retreat remains possible before hostility.
Resolution and reward. Return earns 100 gp and directions avoiding a blocked northern route. The bell itself is ordinary bronze worth 20 gp.
Adjust. Easier: bell is loose. Longer: repair its broken strap before returning it.
SRD reference: Storm Giant
Huge giant, chaotic good
AC 16 (scale mail) | HP 230 (20d12 + 100) | Speed 50 ft., swim 50 ft. | CR 13 (10,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) |
- Saving Throws: Str +14, Con +10, Wis +9, Cha +9
- Skills: Arcana +8, Athletics +14, History +8, Perception +9
- Damage Resistances: cold
- Damage Immunities: lightning, thunder
- Senses: passive Perception 19
- Languages: Common, Giant
Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
18. Mountain Pass Collapse
At a glance: levels 3–6 | Exploration / hazard | 15–25 minutes | Creatures: No combat creatures.
The trail ends at a fresh break. Across the gap, a sound anchor ring hangs above the remaining path.
Setup. A 10-foot gap divides a 60-foot pass. A visible shelf 10 feet below catches falls, with a safe westward return route; northward passage resumes on the far side. The obstacle is original terrain, not forced collapse beneath everyone.
Trigger. Crossing begins when the party chooses jumping, a line, or the lower shelf.
Run it. Use the actual long-jump distance based on Strength and available run-up. A secured rope permits crossing without a check in calm conditions. Anyone falling lands on the visible shelf for 1d6 bludgeoning; a sound safety line prevents that fall. Climbing the shelf route takes 20 minutes, no check with rope and anchors.
Resolution and reward. The far side holds a survey kit worth 15 gp and a marker showing the next safe turn. Failure costs time and possible minor damage.
Adjust. Easier: a sound plank spans the gap. Harder: gap is 15 feet, explicitly measured before commitment.
19. Mountain Elemental
At a glance: levels 5–7 | Puzzle / combat | 20–25 minutes | Creatures: 1 × Earth Elemental.
Loose stones tremble into the shape of a torso. Its hand points toward a scattered boundary marker.
Setup. An 80-foot shrine yard has south retreat and east exit. One earth elemental stands 40 feet north; three cairn stones lie 15 feet west. No additional mountain-specific attacks are added.
Trigger. Crossing the cairn’s old line causes the elemental to block passage.
Run it. Rebuilding the visible three-stone marker takes three adjacent actions, no check if worked patiently. A rushed reconstruction needs DC 12 Survival once; failure costs another round arranging it. Completion ends hostility as an original site condition. If attacked, use actual Slam and Earth Glide, stopping pursuit south of the marker.
Resolution and reward. The repaired cairn reveals a 35 gp gemstone and identifies an older eastward path. Defeating the guardian does not summon replacements.
Adjust. Easier: two stones already stand. Harder: the final stone needs a lever to move.
SRD reference: Earth Elemental
Large elemental, neutral
AC 17 (natural armor) | HP 126 (12d10 + 60) | Speed 30 ft., burrow 30 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 8 (−1) | 20 (+5) | 5 (−3) | 10 (+0) | 5 (−3) |
- Damage Vulnerabilities: thunder
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Languages: Terran
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
20. Mountain Pass Guardians
At a glance: levels 3–5 | Social / practical trial | 15–25 minutes | Creatures: 2 × Guard.
Two sentries wave beside a cold brazier. Their rope ladder hangs loose against the tower.
Setup. A 60-foot stone yard has south gate and north trail. Two guards speak Common; a 10-foot tower stands west with a sound ladder and wet beacon fuel.
Trigger. They request dry kindling and help fastening the ladder before offering passage through their locked gate.
Run it. An action with rope secures the ladder. Supplying dry tinder and sheltering a flame lights the beacon in 5 minutes, no roll. The guards accept a lantern hung on the platform as an alternative. Refusal leads to a 30-minute public detour; it does not trigger arbitrary combat. If attacked, they defend the gate and surrender after one falls.
Resolution and reward. Repair earns 15 gp and a copied route chart. The beacon warns following caravans of road closure.
Adjust. Easier: dry tinder is already stored nearby. Longer: a fog bank requires moving the signal to the tower roof.
SRD reference: Guard
Medium humanoid (any race), any alignment
AC 16 (chain shirt, shield) | HP 11 (2d8 + 2) | Speed 30 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
- Skills: Perception +2
- Senses: passive Perception 12
- Languages: any one language (usually Common)
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
- piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
21. Mountain Refugees
At a glance: levels Any | Social / assistance | 15–25 minutes | Creatures: 4 × Commoner.
A family braces a loaded handcart with rocks. One child holds up a wheel pin found in the mud.
Setup. A 70-foot roadside clearing has east and west routes. Four commoners wait by a cart 25 feet ahead; a broken pin, spare wood, and rope are visible. They speak Common.
Trigger. They ask for help moving the cart to a sheltered west camp, 20 minutes away.
Run it. Carrying part of the load and pushing together works without a check. Repairing the pin takes 20 minutes with suitable tools or DC 12 Survival for a rushed 5-minute splint; failure leaves the cart supported, without injury. They accept food or directions if transport is impossible. No hidden raiders invalidate assistance.
Resolution and reward. They give a 10 gp family clasp if offered help, but will also accept it being left with them. Their account identifies the actual blocked northern pass.
Adjust. Shorter: camp is within sight. Longer: decide which supplies to move first before rain reaches the cart.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
22. Mountain Hermit
At a glance: levels Any | Social / investigation | 15–20 minutes | Creatures: 1 × Commoner.
A traveler in patched robes pours cloudy water into a basin. “The spring’s better than this. Someone blocked it.”
Setup. A 50-foot clearing has a south trail and north hut. Hermit Oda uses commoner statistics and speaks Common. A spring 20 feet west is blocked by loose rocks; no spellcasting is implied by her robes.
Trigger. She trades a reliable shortcut map for clearing the water channel.
Run it. Removing loose stones takes 10 minutes without a check; a rushed DC 12 Athletics action frees the main rock, but still needs one action to clear debris. Asking about the route reveals two verifiable landmarks before agreement. Refusal leaves the ordinary route open. Stealing the map makes Oda withdraw, not cast an invented curse.
Resolution and reward. Clearing earns the map, saving 2 hours, and 2 daily rations. The hut has no hidden magic-item stock.
Adjust. Easier: only leaves block the spring. Longer: return downstream to confirm the channel now flows.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
23. Mountain Storm Elemental
At a glance: levels 5–7 | Combat / bypass | 20–25 minutes | Creatures: 1 × Air Elemental.
A copper vane spins against the wind. Around it, a column of cloud scours a perfect circle in the dust.
Setup. A 100-foot summit plateau has south retreat and a safe eastern perimeter. One air elemental circles 40 feet north. It replaces an invented storm elemental without gaining lightning attacks.
Trigger. Entering the circle or striking the vane draws the elemental toward the intruder.
Run it. Straightening the vane takes an adjacent action and DC 14 Strength, or two actions pulling with an anchored rope from outside. That original site repair releases the elemental north. Combat uses actual Slam and Whirlwind, including its escape and collision limits. The safe perimeter bypasses the circle without a roll.
Resolution and reward. The vane’s service box holds 45 gp and a record of the next three weather stations. Retreat never requires passing through the whirlwind.
Adjust. Easier: vane can be reached from the perimeter. Harder: a tangled chain must be removed first.
SRD reference: Air Elemental
Large elemental, neutral
AC 15 | HP 90 (12d10 + 24) | Speed 0 ft., fly 90 ft. (hover) | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 20 (+5) | 14 (+2) | 6 (−2) | 10 (+0) | 6 (−2) |
- Damage Resistances: lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: poison
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Auran
Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
24. Mountain Hags’ Bargain
At a glance: levels 6–9 | Social / dangerous combat | 20–30 minutes | Creatures: 3 × Green Hag.
Three figures sit beneath separate awnings. Each claims the same locked chest belongs to the others.
Setup. A 70-foot clearing has south retreat and east trail. Three green hags sit 20 feet apart, 40 feet north. They act as rivals, not a spell-sharing coven; no shared coven spellcasting is added.
Trigger. They offer one truthful route answer for recovering a burial ledger from the visible chest.
Run it. The chest key hangs openly on the central awning. Opening it reveals the ledger and receipts showing all three took it from a village. Returning it to them grants the stated route answer; returning it to the village instead earns 50 gp later. They do not enforce an unspoken soul bargain. If attacked, their actual individual abilities apply; they retreat when one falls.
Resolution and reward. The ledger contains the village’s burial names and the safe eastern pass. Reading it provides the route even without accepting payment.
Adjust. Easier: negotiate with one hag while the others remain distant. Longer: mediate which hag must apologize to the village.
SRD reference: Green Hag
Medium fey, neutral evil
AC 17 (natural armor) | HP 82 (11d8 + 33) | Speed 30 ft. | CR 3 (700 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) |
- Skills: Arcana +3, Deception +4, Perception +4, Stealth +3
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Draconic, Sylvan
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
25. Mountain Treasure Trove
At a glance: levels 5–7 | Puzzle / combat | 20–30 minutes | Creatures: 2 × Gargoyle.
Two stone wings frame a bronze chest. “Leave a light for those behind,” reads the wall above it.
Setup. A dim 50-foot cave has a 20-foot ceiling and south entrance. Two gargoyles perch 25 feet north; an empty lantern bracket stands beside the chest. Eastward daylight marks a usable exit.
Trigger. Opening the chest before lighting the bracket activates the guardians.
Run it. Hanging a lit lantern or torch in the bracket takes an action and suppresses hostility while it burns. The chest then opens normally. If fighting, use the actual gargoyle resistances and two attacks; they stop at the cave mouth. Removing the light while the cache remains open restarts the confrontation, a clearly stated original control condition.
Resolution and reward. The chest holds 80 gp and a 25 gp carved cup. Keeping the light for later travelers fulfills the inscription without another roll.
Adjust. Easier: 1 gargoyle. Harder: obtain oil from a sealed flask on a 10-foot shelf.
SRD reference: Gargoyle
Medium elemental, chaotic evil
AC 15 (natural armor) | HP 52 (7d8 + 21) | Speed 30 ft., fly 60 ft. | CR 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 16 (+3) | 6 (−2) | 11 (+0) | 7 (−2) |
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- Damage Immunities: poison
- Condition Immunities: exhaustion, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Terran
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Actions
Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Genies
26. Mountain Fissure
At a glance: levels 2–5 | Exploration | 15–20 minutes | Creatures: No combat creatures.
The trail splits at a dark fissure. Below, a switchback ledge reaches an intact stone bridge.
Setup. A 15-foot gap separates south and north ledges. Sound anchor rings stand on both sides. The lower bridge route takes 40 minutes and is visible from the edge; the fissure is 20 feet deep.
Trigger. Travelers choose jumping, ropes, magic, or the lower route.
Run it. Use normal long-jump rules with the measured gap and available 10-foot run-up. A secured rope spanning both anchors permits crossing without a check in calm conditions. A safety tether catches a fall; without one, a fall deals 2d6 bludgeoning and lands on the accessible lower ledge. Do not invent a second balance roll after the party builds a stable bridge.
Resolution and reward. The north cairn contains a 10 gp brass route disk indicating the next water stop. The slow route reaches the same reward.
Adjust. Easier: an intact rope already spans the gap. Harder: the far anchor needs inspection after the first person crosses.
Free Rules Sources and Attribution
Creature references reproduce the stat blocks in the Creative Commons edition of SRD 5.1, with formatting and PDF typography normalized; optional variants are omitted unless a scene calls for them. Source links point to the beginning of each block; some continue onto the next page. Scene dialogue, named NPCs, terrain, goals, suggested levels, checks, timers, rewards, and peaceful resolutions are original encounter design. Descriptive creature changes do not add abilities. Rules use the 2014-compatible SRD 5.1 throughout; official SRD downloads also list other versions.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.