Road Encounters
Choose one of these 17 road encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.
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. Highway Robbers’ Ambush | 2–4 | Social / combat | 15–25 | A broken wagon conceals a toll demand. |
| 2. Chasing Brigands | 3–5 | Social / pursuit | 20–30 | Mounted pursuers want a stolen deed from a fleeing courier. |
| 3. Illusionary Ambush | 2–4 | Investigation / combat | 15–25 | Projected guards hide two ordinary thieves. |
| 4. Sandstorm Raiders | 3–5 | Social / shelter | 15–25 | Mounted raiders want entry to the same storm shelter. |
| 5. Fallen Star | 2–5 | Social / salvage | 15–25 | Two collectors dispute ownership of a cooling meteor fragment. |
| 6. Fey Crossing | 1–4 | Social / navigation | 15–20 | A small keeper has closed a shortcut until its gate is mended. |
| 7. Cursed Carriage | 3–5 | Puzzle / possible combat | 20–25 | A bound carriage guardian waits for its missing crest. |
| 8. Enchanted Statues | Any | Puzzle | 15–20 | Three statues need their ordinary tools restored. |
| 9. Eerie Silence | 1–4 | Investigation / hazard | 10–20 | A fixed silent stretch prevents spoken coordination. |
| 10. Wandering Monolith | Any | Exploration / repair | 15–20 | A slow-moving monument has rolled onto the road. |
| 11. Glowing Runes | 2–4 | Puzzle / portal | 15–20 | A road gate needs its destination named before it opens. |
| 12. Forgotten Waystation | 2–4 | Exploration / recovery | 15–25 | An abandoned rest stop has supplies behind a damaged door. |
| 13. Ethereal Mist | 2–5 | Navigation / rescue | 15–25 | A visible guide line can lead a separated traveler out of mist. |
| 14. Elemental Wagon | 3–5 | Social / timed repair | 15–25 | A cart’s small fire worker wants its cooling valve repaired. |
| 15. Lost Treasure Map | 2–4 | Exploration / puzzle | 15–25 | A damaged map still gives three usable landmarks. |
| 16. Ominous Eclipse | 3–5 | Timed hazard / combat | 20–25 | An eclipse reveals a hungry undead shape beside a memorial. |
| 17. Puzzling Portal | Any | Puzzle / choice | 15–20 | A gate asks travelers to select a clearly displayed destination. |
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.
1. Highway Robbers’ Ambush
At a glance: levels 2–4 | Social / combat | 15–25 minutes | Creatures: 3 × Bandit.
A wagon leans across the road. Its supposedly stranded driver keeps glancing toward the same hedge.
Setup. A 70-foot road has south retreat and north continuation. Three bandits stand 25 feet north, one by the wagon and two behind a low hedge granting half cover. The driver is one of the three.
DM hex map: Highway Robbers' Ambush
Trigger. They reveal their crossbows and demand 5 gp when travelers come within 20 feet.
Run it. Paying, offering equal goods, or DC 12 Persuasion with credible news earns passage. Walking around the field adds 20 minutes. If attacked, roll initiative and use actual crossbows and scimitars; they surrender after one falls. Suspicion does not guarantee surprise for either side.
Resolution and reward. The wagon’s marked crate identifies a nearby farmer; returning it earns 15 gp. Their recovered purses total 12 gp.
Adjust. Easier: 2 bandits. Harder: 4, all revealed before the demand ends.
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. Chasing Brigands
At a glance: levels 3–5 | Social / pursuit | 20–30 minutes | Creatures: 2 × Bandit; 2 × Riding Horse; 1 × Commoner.
A runner staggers toward you, clutching a sealed tube. Two riders shout for the tube, not the runner’s life.
Setup. A 100-foot open road has south and north routes and a low west wall. One commoner courier starts 20 feet north; two bandits on riding horses start 60 feet north. They halt if the party stands visibly between them.
DM hex map: Chasing Brigands
Trigger. The courier asks protection; pursuers claim the deed was stolen from their employer.
Run it. Opening the unsealed covering receipt reveals the courier is delivering it to court. Showing that receipt prompts negotiation without a roll. A DC 13 Persuasion check secures a truce if riders distrust it; failure means they demand to accompany the delivery, not instant murder. If combat occurs, use controlled-mount movement and each rider’s own action, without free horse attacks.
Resolution and reward. Delivering the deed earns 30 gp from its named recipient. An escort agreement preserves witnesses on both sides.
Adjust. Easier: riders already recognize the receipt. Longer: decide who safeguards the tube during the shared journey.
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.
SRD reference: Riding Horse
Large beast, unaligned
AC 10 | HP 13 (2d10 + 2) | Speed 60 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |
- Senses: passive Perception 10
- Languages: —
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
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.
3. Illusionary Ambush
At a glance: levels 2–4 | Investigation / combat | 15–25 minutes | Creatures: 2 × Bandit.
Four rigid silhouettes block the road. Their shadows point in different directions despite the afternoon sun.
Setup. A 60-foot lane has south retreat and a west field path. Two bandits wait behind a projector cart 30 feet north. Its guard-shaped lights are original harmless stage projections, not a renamed paid-book spell.
DM hex map: Illusionary Ambush
Trigger. Approaching within 20 feet reveals the silhouettes have no footprints; interaction passes through them.
Run it. Covering the visible lens with cloth takes an action and removes the projections. Bandits then demand 3 gp or flee if outnumbered; roll initiative before attacks. Their decoys do not automatically cause surprise, grant extra actions, or count as creatures. The field path avoids the cart in 10 minutes.
Resolution and reward. The cart holds 14 gp and a theater company’s ownership tag. Returning it earns 20 gp from the company.
Adjust. Easier: one silhouette flickers. Harder: the lens is on a 5-foot platform requiring a short climb.
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.
4. Sandstorm Raiders
At a glance: levels 3–5 | Social / shelter | 15–25 minutes | Creatures: 2 × Bandit; 2 × Camel.
Two camels kneel beside a stone culvert. Their riders argue over who should enter before the sand arrives.
Setup. A 70-foot desert road has south return and a west shelter 20 feet away. Two bandits and two camels occupy its mouth. Approaching sand lightly obscures the scene but grants no physical cover.
DM hex map: Sandstorm Raiders
Trigger. The riders demand 5 gp for use of the culvert, which has room for everyone.
Run it. Pointing out the room and offering help tying their camels earns shared shelter with DC 12 Persuasion; paying also works. Taking a visible north alcove adds 10 minutes. If attacked they use actual ranged attacks, then abandon their demand when one falls. Controlled camels move and Dodge, not add free bites.
Resolution and reward. During a truce they reveal a well 1 hour east. Their stolen saddlebag holds a 20 gp route tablet recoverable without harming the animals after surrender.
Adjust. Easier: riders ask only for help. Longer: calm a frightened camel before it blocks the entry.
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.
SRD reference: Camel
Large beast, unaligned
AC 9 | HP 15 (2d10 + 4) | Speed 50 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 8 (−1) | 14 (+2) | 2 (−4) | 8 (−1) | 5 (−3) |
- Senses: passive Perception 9
- Languages: —
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
5. Fallen Star
At a glance: levels 2–5 | Social / salvage | 15–25 minutes | Creatures: 2 × Commoner.
A black stone smokes in a shallow crater. Two travelers each hold one end of a measuring cord above it.
Setup. A 60-foot field has south road access and east return. Two commoner collectors stand by a 10-foot crater 25 feet north; its stone is visibly too hot to handle yet.
DM hex map: Fallen Star
Trigger. Both ask the party to witness a fair division.
Run it. Waiting 20 minutes cools the fragment enough for gloved handling. Touching it sooner deals 1d6 fire once per turn, an original hazard. Agreeing to divide its 40 gp value, sell it together, or identify a neutral buyer ends the dispute without a compulsory check. Taking it by force sends collectors to the next village for help.
Resolution and reward. Fair mediation earns 10 gp and a named scholar contact. The stone has no unexplained spellcasting or infinite power.
Adjust. Easier: it has cooled already. Longer: a third collector arrives with an earlier written claim.
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.
6. Fey Crossing
At a glance: levels 1–4 | Social / navigation | 15–20 minutes | Creatures: 1 × Sprite.
A tiny winged keeper tugs at a gate that opens onto a meadow too bright for the season.
Setup. A 50-foot roadside glade has south return, north road, and east arch. One sprite stands 20 feet east beside a snapped hinge. The crossing is original magical scenery; travelers may remain on the ordinary road.
DM hex map: Fey Crossing
Trigger. The keeper offers a 1-hour shortcut for repairing the hinge.
Run it. A nail, wire, or sound cord splint and 10 minutes fixes it without a roll. A rushed DC 12 Dexterity check with tools works in an action; failure needs another 5 minutes. Crossing is voluntary and leads to a clearly described meadow on the same journey, with no hidden time loss. The sprite does not attack a refusal.
Resolution and reward. Repair earns the shortcut and a 10 gp silver pin. Taking the ordinary road leaves the gate closed for later travelers.
Adjust. Easier: a spare hinge lies in the keeper’s box. Longer: a skeptical traveler asks the party to test the destination first.
SRD reference: Sprite
Tiny fey, neutral good
AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +8
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
7. Cursed Carriage
At a glance: levels 3–5 | Puzzle / possible combat | 20–25 minutes | Creatures: 1 × Animated Armor.
The empty carriage rocks on still wheels. Inside, an armored hand taps a vacant crest bracket.
Setup. A 60-foot roadside pullout has south and north exits. One animated armor sits inside the open carriage 25 feet east. The bound movement and crest control are original scene effects, not an extra armor attack.
DM hex map: Cursed Carriage
Trigger. Removing luggage without returning the crest awakens the guardian.
Run it. The crest lies openly beneath a wheel. Lifting it with a pole takes an action; seating it in the bracket ends the binding and hostility. If attacked, armor uses actual Slam attacks and stops at the pullout edge. Neither sitting in the carriage nor hearing the tapping automatically curses a character.
Resolution and reward. The owner left a 30 gp service payment in a separate unlocked box, labeled for whoever restores the carriage. Luggage identifies its destination.
Adjust. Easier: crest hangs on the door. Harder: a loose beam must be shifted before it can be reached.
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.
8. Enchanted Statues
At a glance: levels Any | Puzzle | 15–20 minutes | Creatures: No combat creatures.
A carved mason holds an empty palm. Beside him, a healer and a messenger stare at three tools scattered in the grass.
Setup. A 40-foot roadside court has south and north paths. A hammer, bandage roll, and sealed letter lie beside three statues. Their quiet movements are original site magic, with no combat statistics.
DM hex map: Enchanted Statues
Trigger. Touching a statue causes its empty hand to open.
Run it. Match hammer to mason, bandage to healer, letter to messenger. Each placement takes an action and no check. Wrong placements are gently returned to the ground. Asking the statues for help makes them point to their carved professions. There is no hostile timeout or required knowledge of campaign lore.
Resolution and reward. Completion opens a 20 gp donation box and reveals a diagram of a safe northward bridge. Ordinary passage is never blocked.
Adjust. Easier: tools lie at the matching feet. Longer: the letter’s rightful recipient is in the next village.
9. Eerie Silence
At a glance: levels 1–4 | Investigation / hazard | 10–20 minutes | Creatures: No combat creatures.
A dropped cup lands without a sound. Beyond a painted roadside ring, birds still sing.
Setup. A 60-foot road crosses a marked 20-foot-radius silent sphere centered 30 feet north. Its source is an original roadside device 10 feet east, not an unseen hostile caster. South and north edges are visible.
DM hex map: Eerie Silence
Trigger. Entering the sphere suppresses sound; show the boundary before requiring actions inside it.
Run it. Use the SRD silence effect within the sphere: no sound, creatures entirely inside are deafened and immune to thunder, and verbal-component spells cannot be cast there. It lasts until its visible lever is lowered with an action, or 10 minutes elapse. Gestures, writing, or simply walking through work without a check. The device grants no portable silence item afterward. Full SRD silence spell.
Resolution and reward. The roadside keeper pays 10 gp for shutting the malfunctioning lever and explaining what happened.
Adjust. Easier: lever stands outside the sphere. Harder: a fallen crate blocks access until moved with an action.
10. Wandering Monolith
At a glance: levels Any | Exploration / repair | 15–20 minutes | Creatures: No combat creatures.
A tall stone glides a handspan at a time. Its buried wheels squeal whenever it crosses a rut.
Setup. An 80-foot road has south return and a 20-minute east detour. The monolith rides an original enchanted maintenance sled 35 feet north, moving 5 feet per round toward a ditch.
DM hex map: Wandering Monolith
Trigger. Reading a visible instruction plate identifies its stuck steering pin.
Run it. A character beside the sled can pull the pin with an action and DC 12 Strength, or spend two actions levering it loose. Another action sets its brake, ending movement. Standing in its path requires moving to a free adjacent square on count 0 or taking 1d6 bludgeoning; warn before the move. It is not a monster with attacks.
Resolution and reward. Its maintenance drawer holds 15 gp and a record naming the temple that owns it. Repair clears the ordinary road.
Adjust. Easier: brake is within reach from the road edge. Longer: the owners need help returning it 100 feet west.
11. Glowing Runes
At a glance: levels 2–4 | Puzzle / portal | 15–20 minutes | Creatures: No combat creatures.
Blue letters light beneath your boots. Ahead, an arch shows a wavering image of the next milestone.
Setup. A 40-foot lane has south and north exits and a west arch. Three visible rune plates read “road,” “home,” and “beyond.” This is an original voluntary site effect, not a spell or hostile trap.
DM hex map: Glowing Runes
Trigger. Touching a plate displays its destination in the arch before travel is possible.
Run it. “Road” shows the north milestone, saving 20 minutes. “Home” shows the south village; “beyond” shows a sealed blank wall and cannot be entered. An action pressing the displayed confirmation stone opens the chosen safe crossing for 1 minute. Walking past on the ordinary road needs no roll. No choice silently changes plane or time.
Resolution and reward. The north milestone holds a service box with 10 gp for recording the faulty third plate. The plates are fixed scenery, not portable teleportation items.
Adjust. Easier: “road” already glows. Longer: assist another traveler choosing the correct displayed destination.
12. Forgotten Waystation
At a glance: levels 2–4 | Exploration / recovery | 15–25 minutes | Creatures: 2 × Giant Rat.
A faded kettle hangs above a cold hearth. Something rustles behind the pantry door.
Setup. A 40-by-30-foot roofed station has a 10-foot ceiling, south entrance, and open east exit. Two giant rats feed in a pantry 20 feet north. Daylight through windows provides dim light.
DM hex map: Forgotten Waystation
Trigger. Opening the pantry reveals the rats, which hiss before attacking anyone reaching their sack.
Run it. A ration tossed outside lures them away for 1 minute. Fixing the outer door with a board and 10 minutes makes the room a usable rest stop. Rats use actual Pack Tactics if attacked, fleeing when one dies. The sound floor and roof need no hidden collapse check.
Resolution and reward. The pantry holds 4 rations, a clean kettle, and 12 gp in an owner’s donation tin. A note identifies who maintains the next occupied station.
Adjust. Easier: no rats inside; both flee on arrival. Longer: restore the station’s sign before travelers will notice it.
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.
13. Ethereal Mist
At a glance: levels 2–5 | Navigation / rescue | 15–25 minutes | Creatures: 1 × Commoner.
A rope disappears into silver fog. From within it comes a voice counting the same ten footsteps again.
Setup. A 60-foot lane is covered by original mist heavily obscuring sight beyond 5 feet. A rope secured at the south post runs to a north post; one commoner has stepped 10 feet west of it. No ethereal-plane travel occurs.
DM hex map: Ethereal Mist
Trigger. The traveler calls for help as the party reaches the rope.
Run it. Following the sound and keeping hold of a 15-foot rescue line reaches the traveler without a roll. Losing all guides requires DC 12 Survival once; failure loops back to the south post after 10 minutes. Returning the traveler to the fixed rope completes rescue. Wind or effective magic can clear sight normally if applicable.
Resolution and reward. The traveler gives 15 gp and identifies the mist’s predictable end, 100 feet north. The scene adds no teleportation or possession.
Adjust. Easier: traveler still holds the rope. Harder: recover their dropped pack 5 feet farther west.
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. Elemental Wagon
At a glance: levels 3–5 | Social / timed repair | 15–25 minutes | Creatures: 1 × Magmin; 1 × Commoner.
A small glowing figure leans out of a stone-lined cart. Its driver frantically points at a rising pressure needle.
Setup. A 70-foot roadside pullout has open north and south routes. One commoner tinkerer and one magmin wait by an original steam wagon 25 feet east. The magmin is a willing furnace worker, not a new vehicle attack.
DM hex map: Elemental Wagon
Trigger. They ask for the stuck release valve to be opened within 3 rounds.
Run it. Roll initiative. An action and DC 12 Strength opens it; two actions using a lever also succeeds. On count 0 round 3 if still stuck, steam bursts in a marked 5-foot square: DC 12 Dexterity, 1d6 fire on failure, none on success. The cart stops safely afterward. The magmin’s actual Touch and Death Burst matter only if provoked.
Resolution and reward. Repair earns 25 gp and a ride to the next junction. The driver translates the magmin’s Ignan rather than granting it new languages.
Adjust. Easier: handle needs a replacement pin only. Harder: the lever must first be retrieved from the rear toolbox.
SRD reference: Magmin
Small elemental, chaotic neutral
AC 14 (natural armor) | HP 9 (2d6 + 2) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (−2) | 15 (+2) | 12 (+1) | 8 (−1) | 11 (+0) | 10 (+0) |
- Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: fire
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10–foot radius and dim light for an additional 10 feet.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
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.
15. Lost Treasure Map
At a glance: levels 2–4 | Exploration / puzzle | 15–25 minutes | Creatures: No combat creatures.
A parchment scrap flutters from a roadside thorn. Three symbols remain: a split oak, a well, and a north-pointing boot.
Setup. A 100-foot meadow beside the road contains the visible split oak west, dry well north, and old boot nailed to an eastern post. South remains the return route; the puzzle is original.
DM hex map: Lost Treasure Map
Trigger. Following the symbols in order reveals a cache marker beneath the boot post.
Run it. A careful 10-minute search along the three landmarks finds the unlocked cache automatically. A rushed DC 12 Investigation check locates it in one action after the final landmark; failure merely requires the full search. There are no invented map curses or hidden enemies. Walking away preserves the optional lead.
Resolution and reward. The box holds 30 gp and a signed note naming its deceased surveyor. Returning the note to the next village earns a family contact.
Adjust. Easier: the cache corner is exposed. Longer: a second traveler has the missing map fragment and a legitimate claim.
16. Ominous Eclipse
At a glance: levels 3–5 | Timed hazard / combat | 20–25 minutes | Creatures: 1 × Shadow.
Daylight dims across the road. One shadow remains upright when its owner steps away.
Setup. A 60-foot roadside court has south retreat and east continuation. One shadow appears beside a damaged memorial 30 feet north; its origin is an original scene, not setting-specific lore. It retains actual radiant vulnerability and Strength Drain.
DM hex map: Ominous Eclipse
Trigger. The shadow emerges at initiative count 0 of the first eclipse round, visibly separating before attacks.
Run it. It attacks creatures entering the memorial’s 10-foot perimeter and stays within that area. A detached nameplate lies by the south edge; restoring it with an adjacent action releases the shadow, an original resolution. Otherwise use actual Strength reduction and death threshold, not ordinary HP damage alone. Ordinary torchlight is not sunlight and does not trigger Sunlight Weakness.
Resolution and reward. Restoration reveals a 25 gp emergency donation box. Retreat avoids the perimeter but leaves the haunting until resolved.
Adjust. Easier: plate already rests beside its slot. Harder: retrieval requires shifting one loose stone first.
SRD reference: Shadow
Medium undead, chaotic evil
AC 12 | HP 16 (3d8 + 3) | Speed 40 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 14 (+2) | 13 (+1) | 6 (−2) | 10 (+0) | 8 (−1) |
- Skills: Stealth +4 (+6 in dim light or darkness)
- Damage Vulnerabilities: radiant
- Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: necrotic, poison
- Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., passive Perception 10
- Languages: —
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non–evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
17. Puzzling Portal
At a glance: levels Any | Puzzle / choice | 15–20 minutes | Creatures: No combat creatures.
Three stone doors show the same road at different milestones. Beneath them, a plaque says: “See before you step.”
Setup. A 50-foot roadside yard has open south and north paths. Three original portal frames stand west, 10 feet apart. Touching a frame displays a destination; no one is transported merely by looking.
DM hex map: Puzzling Portal
Trigger. A traveler asks which frame reaches the bridge without crossing the flooded ford.
Run it. The left frame shows the south village, middle the north bridge, right the flooded ford. Choosing the middle and turning its obvious handle opens a voluntary crossing for 1 minute. A wrong choice can be declined before entry. The road itself remains a 30-minute alternative; no hidden plane shift or time trap applies.
Resolution and reward. Helping the traveler earns 10 gp and the bridge keeper’s name. The portal is fixed scenery that cannot be packed up as loot.
Adjust. Easier: destination names are legible. Longer: help move the traveler’s handcart through before the opening closes.
Rules sources
Creature references use the 2014-compatible SRD 5.1. See Credits & Licensing for source, license, and adaptation details.