Urban Encounters

Urban Encounters D&D 5e

The Pickpocket’s Scheme

Description: A street urchin approaches a party member, pretending to be lost. While the party is distracted, the urchin’s accomplices attempt to pickpocket the party.

Enemies

Street Urchin

  • Small Humanoid (human), chaotic neutral
  • Armor Class 10
  • Hit Points 5 (2d6 - 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 10 (0) 10 (0) 10 (0)

Melee Attack: +1 to hit, 1 bludgeoning damage (fists)

Terrain

This encounter takes place in a bustling city street with pedestrians and market stalls. The terrain is crowded and offers numerous opportunities for cover.

Tactics

  • The street urchin approaches one of the party members, engaging them in conversation.
  • Meanwhile, accomplices in the crowd attempt to pickpocket other party members.
  • If detected, the urchins may flee, blending into the crowded street.

The Mysterious Message

Description: The party finds a sealed envelope left for them at a local tavern. Inside is a cryptic message, hinting at a secret meeting with unknown consequences.

Enemies

None

Terrain

This encounter takes place in a dimly lit corner of a busy tavern, providing privacy.

Tactics

  • The party can choose how to respond to the mysterious message, deciding whether to attend the meeting or investigate its sender.

Brawl at the Tavern

Description: A barroom brawl erupts in the tavern where the party is staying. The party can choose to intervene or stay out of it.

Enemies

Drunken Patrons

  • Various humanoids, chaotic neutral
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (fists, bottles, chairs)

Terrain

This encounter takes place in a crowded tavern with tables, chairs, and patrons. The terrain is filled with improvised weapons.

Tactics

  • The party can choose to break up the brawl, side with one faction, or stay out of it.
  • Defeating or pacifying key combatants may end the brawl.

Street Performers

Description: The party encounters a group of street performers putting on a captivating show. They might offer information or a diversion.

Enemies

None

Terrain

This encounter takes place in a busy city square where street performers entertain the crowd.

Tactics

  • The street performers provide a distraction, which can be used to the party’s advantage for covert activities.
  • They may also offer information about the city or local events.

Suspicious Merchants

Description: The party notices a group of merchants acting nervously near a marketplace stall. Investigation might reveal illegal goods or a scam.

Enemies

Shady Merchants

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (various weapons)

Terrain

This encounter takes place in a crowded marketplace. The terrain is cluttered with stalls and shoppers.

Tactics

  • The party can choose to investigate the merchants, possibly uncovering contraband or scams.
  • Engaging in conversation or confrontation may reveal their true intentions.

The Runaway Carriage

Description: A horse-drawn carriage careens down the street, out of control. The party must act quickly to prevent a disaster.

Enemies

Runaway Carriage

  • Large Object, unaligned
  • Armor Class 10
  • Hit Points 20 (4d10)
  • Speed 60 ft.

Ramming Attack: +4 to hit, 2d6 bludgeoning damage

Terrain

This encounter takes place on a busy city street. The terrain includes pedestrians, buildings, and obstacles.

Tactics

  • The party must decide how to stop the runaway carriage, whether by physically intervening or using magic.
  • Failing to stop it may result in collateral damage and chaos.

The Enchanted Pawn Shop

Description: A humble pawn shop owner unknowingly possesses a magical artifact. The party can choose to buy it, steal it, or reveal its true nature.

Enemies

Pawn Shop Owner

  • Medium Humanoid (human), lawful neutral
  • Armor Class 11
  • Hit Points 20 (4d8 + 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (0) 12 (+1) 14 (+2) 10 (0) 12 (+1)

Melee Attack: +2 to hit, 1d6 + 1 bludgeoning damage (club)

Terrain

This encounter takes place in a quaint pawn shop filled with various items. The terrain is cluttered.

Tactics

  • The pawn shop owner may be willing to negotiate a fair price for the magical artifact if the party expresses interest.
  • The party can choose to buy it, steal it, or reveal its magical properties, which may have consequences.

Thieves’ Guild Ambush

Description: The party stumbles upon a planned ambush by the local Thieves’ Guild. They can intervene or report it to the authorities.

Enemies

Thieves’ Guild Members

  • Various humanoids, chaotic neutral
  • Armor Class 13 (leather armor)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (daggers)

Terrain

This encounter takes place in a dark alley. The terrain offers cover and hiding spots for both the party and the thieves.

Tactics

  • The Thieves’ Guild members intend to ambush someone or a group. The party can choose to intervene, join the ambush, or report it.
  • Depending on their choice, they may gain allies or enemies within the Thieves’ Guild.

The Haunted Alley

Description: The party hears rumors of a haunted alley where strange occurrences happen at night. Investigating might lead to a supernatural encounter.

Enemies

Ghostly Apparition

  • Medium Undead, chaotic evil
  • Armor Class 11
  • Hit Points 45 (6d8 + 18)
  • Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 16 (+3) 10 (0) 12 (+1) 17 (+3)

Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. Life Drain: +5 to hit, 10 (2d6 + 3) necrotic damage

Terrain

This encounter takes place in a narrow, dimly lit alley. The terrain is cramped, with abandoned crates and barrels.

Tactics

  • The ghostly apparition appears as the party investigates the alley, seeking to drain their life force.
  • The party can choose to confront or flee from the supernatural threat.

Charity Scam

Description: The party encounters a beggar who claims to need help for a noble cause. Investigation might reveal it as a scam or an opportunity for genuine charity.

Enemies

Beggar Scammers

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, 1d4 bludgeoning damage (improvised weapon)

Terrain

This encounter takes place in a busy city square, with the beggar drawing attention to their cause.

Tactics

  • The beggar claims to represent a charitable organization and requests donations.
  • The party can choose to investigate the legitimacy of the charity or simply give to the cause.

Lost Child

Description: A distressed child approaches the party, claiming to be lost. They may need assistance in finding their way home or be part of a more sinister plot.

Enemies

None (potentially)

Terrain

This encounter takes place on a crowded street. The terrain is filled with people going about their business.

Tactics

  • The child may genuinely be lost and in need of help getting back home.
  • Alternatively, the child might be part of a scheme to lure the party into a trap or pickpocket them.

Riot in the Streets

Description: A riot breaks out in the city, with angry mobs and looting. The party must navigate the chaos or choose to get involved.

Enemies

Rioters

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place in a chaotic city street filled with rioting crowds, barricades, and fires.

Tactics

  • The party can choose to navigate the riot, protect innocent bystanders, or quell the violence.
  • Engaging in combat might have consequences with the city’s authorities.

Tax Collector’s Visit

Description: The city’s tax collector and their guards arrive, demanding payment. The party can choose to pay, negotiate, or resist the taxes.

Enemies

Tax Collector

  • Medium Humanoid (human), lawful neutral
  • Armor Class 14 (studded leather)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Melee Attack: +3 to hit, 1d6 + 1 bludgeoning damage (mace)

Terrain

This encounter takes place at the party’s current location, whether it’s a business, inn, or residence.

Tactics

  • The tax collector and guards demand payment for overdue taxes, and the party can choose to comply, negotiate, or resist.
  • Resisting may lead to combat and legal consequences.

Public Execution

Description: The city authorities publicly execute a criminal. The party might witness the event and its consequences.

Enemies

None

Terrain

This encounter takes place in a public square where a makeshift gallows has been erected.

Tactics

  • The party may witness the execution and its aftermath, which can have a moral or political impact on them.
  • They can choose to intervene, protest, or ignore the event.

Urban Encounters D&D 5e

Street Vendor Dispute

Description: Two street vendors are in a heated argument over territory. The party can mediate, take sides, or let them resolve it themselves.

Enemies

Street Vendors

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place in a bustling marketplace, with stalls and shoppers.

Tactics

  • The party can choose to mediate the dispute, side with one of the vendors, or let them resolve it themselves.
  • Siding with a vendor may lead to rewards or enmity with the other.

The Secret Cult Gathering

Description: The party stumbles upon a clandestine cult meeting in a hidden basement. They must decide whether to intervene or investigate further.

Enemies

Cultists

  • Various humanoids, various alignments
  • Armor Class 13 (robes)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (ceremonial daggers)

Terrain

This encounter takes place in a hidden basement chamber. The terrain is dimly lit and filled with cult paraphernalia.

Tactics

  • The party can choose to intervene in the cult meeting, which may lead to combat and consequences.
  • Investigating further may uncover dark secrets or plot hooks related to the cult’s activities

The Lost Ring

Description: A distraught citizen asks the party for help in finding a lost family heirloom, offering a reward for its return.

Enemies

None

Terrain

This encounter takes place in a residential area or local business, depending on the circumstances.

Tactics

  • The party can choose to help find the lost ring, leading to a reward or possible complications.
  • Investigation may reveal the ring’s whereabouts or uncover related mysteries.

False Accusations

Description: A bystander wrongly accuses a party member of a crime they didn’t commit. The party must clear their name.

Enemies

None (potentially)

Terrain

This encounter takes place wherever the false accusation occurred, possibly in a crowded street or marketplace.

Tactics

  • The party member accused of the crime may need to gather evidence, find witnesses, or confront the accuser to clear their name.
  • Failure to address the accusation may lead to legal consequences.

Street Race

Description: The party encounters a thrilling street race between rival factions. They might choose to spectate or get involved.

Enemies

Street Racers

  • Various humanoids, various alignments
  • Armor Class 11
  • Hit Points Varies
  • Speed 40 ft.

Melee Attack: +2 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place on a city street with an improvised racecourse.

Tactics

  • The party can choose to spectate, participate, or disrupt the street race.
  • Getting involved might lead to rewards or rivalry with the racing factions.

The Black Market

Description: The party discovers an underground black market dealing in illegal goods. They can choose to buy, report, or confront the sellers.

Enemies

Black Market Vendors

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (various weapons)

Terrain

This encounter takes place in a hidden underground location. The terrain is dimly lit, and vendors sell contraband.

Tactics

  • The party can choose to buy illegal goods, report the black market to authorities, or confront the vendors.
  • Consequences may include legal trouble or obtaining valuable information or items.

Unseen Stalker

Description: A mysterious figure shadows one of the party members, leaving cryptic messages and clues about their past.

Enemies

Unseen Stalker

  • Medium Elemental, neutral
  • Armor Class 15
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (0) 14 (+2) 11 (0)

Multiattack: The stalker makes two melee attacks. Melee Attack: +6 to hit, 2d6 + 3 slashing damage

Terrain

This encounter can take place anywhere in the city, but the stalker’s presence is most noticeable in crowded areas.

Tactics

  • The Unseen Stalker remains hidden and only communicates through cryptic messages.
  • The party must investigate the stalker’s identity and intentions, leading to a personal quest.

The Injured Beggar

Description: An injured beggar pleads for help. It’s a ruse to lure the party into an ambush by a gang of thieves.

Enemies

Injured Beggar

  • Medium Humanoid (human), chaotic neutral
  • Armor Class 10
  • Hit Points 5 (2d6 - 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 10 (0) 10 (0) 10 (0)

Melee Attack: +1 to hit, 1 bludgeoning damage (fists)

Terrain

This encounter takes place in a secluded alley. The terrain provides cover for the ambush.

Tactics

  • The injured beggar pretends to be in need of aid, luring the party into the alley.
  • Hidden thieves ambush the party, attempting to steal their belongings.

The Disappearing Shopkeeper

Description: The party enters a store to find the shopkeeper has vanished. Investigation reveals a secret passage to an underground thieves’ den.

Enemies

Thieves’ Guild Members

  • Various humanoids, chaotic neutral
  • Armor Class 13 (leather armor)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (daggers)

Terrain

This encounter takes place in a shop filled with merchandise. The terrain includes shelves, counters, and the secret passage.

Tactics

  • The shopkeeper has disappeared through a secret passage to an underground thieves’ den.
  • The party can choose to explore the den, confront the thieves, or report the discovery to authorities.

The Street Oracle

Description: A street oracle offers to reveal the party’s destiny for a fee. The oracle’s cryptic predictions may guide or mislead.

Enemies

Street Oracle

  • Medium Humanoid (human), chaotic neutral
  • Armor Class 12
  • Hit Points 18 (4d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 11 (0) 12 (+1) 16 (+3) 14 (+2)

Melee Attack: +2 to hit, 1d4 bludgeoning damage (staff)

Terrain

This encounter takes place in a quiet alley where the oracle sets up shop.

Tactics

  • The street oracle offers cryptic predictions and insights into the party’s future.
  • The party can choose to pay for a reading, which may provide hints or misdirection for their adventures.

The Unexplained Disease Outbreak

Description: A mysterious illness sweeps through the city. The party can investigate its source and try to find a cure.

Enemies

Diseased Citizens

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +1 to hit, Varies damage (disease-infected claws)

Terrain

This encounter takes place throughout the city, with infected individuals scattered in various locations.

Tactics

  • The party can choose to investigate the source of the disease, gather information, or seek a cure.
  • Interacting with infected citizens may lead to risks or rewards.

The Kidnapped Noble

Description: A noble’s child has been kidnapped, and the city guard seeks the party’s help in rescuing them.

Enemies

Kidnappers

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (various weapons)

Terrain

This encounter takes place at the noble’s residence or a location associated with the kidnappers.

Tactics

  • The city guard requests the party’s assistance in rescuing the kidnapped noble’s child.
  • The party can choose to accept the mission, negotiate with the kidnappers, or pursue their own agenda.

The Town Crier’s News

Description: The town crier delivers important news about a brewing conflict, political intrigue, or a dangerous creature sighted nearby.

Enemies

None

Terrain

This encounter takes place in a busy city square or another public gathering spot.

Tactics

  • The town crier announces vital news that may impact the city or the party’s goals.
  • The party can choose to investigate, get involved, or take precautions based on the information.

The Street Art Contest

Description: The party encounters a street art contest and can choose to participate, judge, or disrupt it.

Enemies

Street Artists

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +1 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place in a city square where artists create their works of art.

Tactics

  • The party can choose to participate in the contest, judge the art, or disrupt it for various reasons.
  • Participating may lead to recognition, rewards, or rivalry with other contestants.

The Stolen Artifact

Description: A valuable artifact has been stolen from a local museum. The party can investigate and attempt to recover it.

Enemies

Artifact Thieves

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (various weapons)

Terrain

This encounter takes place in the museum where the artifact was stolen or the hideout of the thieves.

Tactics

  • The party can choose to investigate the theft, gather clues, and confront the thieves.
  • Recovering the artifact may have cultural significance and lead to rewards or recognition.

The Heist

Description: The party witnesses a daring heist in progress and must decide whether to stop the thieves or join in on the caper.

Enemies

Heist Crew

  • Various humanoids, chaotic neutral
  • Armor Class 13 (thief’s attire)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (daggers)

Terrain

This encounter takes place in the location of the heist, such as a noble’s mansion or a secure vault.

Tactics

  • The party witnesses the heist in progress and can choose to intervene, assist the thieves, or observe from the shadows.
  • The outcome may have legal consequences or lead to alliances with criminals.

Urban Encounters D&D 5e

The Lost Ring

Description: A distraught citizen asks the party for help in finding a lost family heirloom, offering a reward for its return.

Enemies

None

Terrain

This encounter takes place in a residential area or local business, depending on the circumstances.

Tactics

  • The party can choose to help find the lost ring, leading to a reward or possible complications.
  • Investigation may reveal the ring’s whereabouts or uncover related mysteries.

False Accusations

Description: A bystander wrongly accuses a party member of a crime they didn’t commit. The party must clear their name.

Enemies

None (potentially)

Terrain

This encounter takes place wherever the false accusation occurred, possibly in a crowded street or marketplace.

Tactics

  • The party member accused of the crime may need to gather evidence, find witnesses, or confront the accuser to clear their name.
  • Failure to address the accusation may lead to legal consequences.

Street Race

Description: The party encounters a thrilling street race between rival factions. They might choose to spectate or get involved.

Enemies

Street Racers

  • Various humanoids, various alignments
  • Armor Class 11
  • Hit Points Varies
  • Speed 40 ft.

Melee Attack: +2 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place on a city street with an improvised racecourse.

Tactics

  • The party can choose to spectate, participate, or disrupt the street race.
  • Getting involved might lead to rewards or rivalry with the racing factions.

The Black Market

Description: The party discovers an underground black market dealing in illegal goods. They can choose to buy, report, or confront the sellers.

Enemies

Black Market Vendors

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (various weapons)

Terrain

This encounter takes place in a hidden underground location. The terrain is dimly lit, and vendors sell contraband.

Tactics

  • The party can choose to buy illegal goods, report the black market to authorities, or confront the vendors.
  • Consequences may include legal trouble or obtaining valuable information or items.

Unseen Stalker

Description: A mysterious figure shadows one of the party members, leaving cryptic messages and clues about their past.

Enemies

Unseen Stalker

  • Medium Elemental, neutral
  • Armor Class 15
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (0) 14 (+2) 11 (0)

Multiattack: The stalker makes two melee attacks. Melee Attack: +6 to hit, 2d6 + 3 slashing damage

Terrain

This encounter can take place anywhere in the city, but the stalker’s presence is most noticeable in crowded areas.

Tactics

  • The Unseen Stalker remains hidden and only communicates through cryptic messages.
  • The party must investigate the stalker’s identity and intentions, leading to a personal quest.

The Injured Beggar

Description: An injured beggar pleads for help. It’s a ruse to lure the party into an ambush by a gang of thieves.

Enemies

Injured Beggar

  • Medium Humanoid (human), chaotic neutral
  • Armor Class 10
  • Hit Points 5 (2d6 - 2)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 10 (0) 10 (0) 10 (0)

Melee Attack: +1 to hit, 1 bludgeoning damage (fists)

Terrain

This encounter takes place in a secluded alley. The terrain provides cover for the ambush.

Tactics

  • The injured beggar pretends to be in need of aid, luring the party into the alley.
  • Hidden thieves ambush the party, attempting to steal their belongings.

The Disappearing Shopkeeper

Description: The party enters a store to find the shopkeeper has vanished. Investigation reveals a secret passage to an underground thieves’ den.

Enemies

Thieves’ Guild Members

  • Various humanoids, chaotic neutral
  • Armor Class 13 (leather armor)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (daggers)

Terrain

This encounter takes place in a shop filled with merchandise. The terrain includes shelves, counters, and the secret passage.

Tactics

  • The shopkeeper has disappeared through a secret passage to an underground thieves’ den.
  • The party can choose to explore the den, confront the thieves, or report the discovery to authorities.

The Street Oracle

Description: A street oracle offers to reveal the party’s destiny for a fee. The oracle’s cryptic predictions may guide or mislead.

Enemies

Street Oracle

  • Medium Humanoid (human), chaotic neutral
  • Armor Class 12
  • Hit Points 18 (4d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 11 (0) 12 (+1) 16 (+3) 14 (+2)

Melee Attack: +2 to hit, 1d4 bludgeoning damage (staff)

Terrain

This encounter takes place in a quiet alley where the oracle sets up shop.

Tactics

  • The street oracle offers cryptic predictions and insights into the party’s future.
  • The party can choose to pay for a reading, which may provide hints or misdirection for their adventures.

The Unexplained Disease Outbreak

Description: A mysterious illness sweeps through the city. The party can investigate its source and try to find a cure.

Enemies

Diseased Citizens

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +1 to hit, Varies damage (disease-infected claws)

Terrain

This encounter takes place throughout the city, with infected individuals scattered in various locations.

Tactics

  • The party can choose to investigate the source of the disease, gather information, or seek a cure.
  • Interacting with infected citizens may lead to risks or rewards.

The Kidnapped Noble

Description: A noble’s child has been kidnapped, and the city guard seeks the party’s help in rescuing them.

Enemies

Kidnappers

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (various weapons)

Terrain

This encounter takes place at the noble’s residence or a location associated with the kidnappers.

Tactics

  • The city guard requests the party’s assistance in rescuing the kidnapped noble’s child.
  • The party can choose to accept the mission, negotiate with the kidnappers, or pursue their own agenda.

The Town Crier’s News

Description: The town crier delivers important news about a brewing conflict, political intrigue, or a dangerous creature sighted nearby.

Enemies

None

Terrain

This encounter takes place in a busy city square or another public gathering spot.

Tactics

  • The town crier announces vital news that may impact the city or the party’s goals.
  • The party can choose to investigate, get involved, or take precautions based on the information.

The Street Art Contest

Description: The party encounters a street art contest and can choose to participate, judge, or disrupt it.

Enemies

Street Artists

  • Various humanoids, various alignments
  • Armor Class 10
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +1 to hit, Varies damage (improvised weapons)

Terrain

This encounter takes place in a city square where artists create their works of art.

Tactics

  • The party can choose to participate in the contest, judge the art, or disrupt it for various reasons.
  • Participating may lead to recognition, rewards, or rivalry with other contestants.

The Stolen Artifact

Description: A valuable artifact has been stolen from a local museum. The party can investigate and attempt to recover it.

Enemies

Artifact Thieves

  • Various humanoids, various alignments
  • Armor Class 12
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +2 to hit, Varies damage (various weapons)

Terrain

This encounter takes place in the museum where the artifact was stolen or the hideout of the thieves.

Tactics

  • The party can choose to investigate the theft, gather clues, and confront the thieves.
  • Recovering the artifact may have cultural significance and lead to rewards or recognition.

The Heist

Description: The party witnesses a daring heist in progress and must decide whether to stop the thieves or join in on the caper.

Enemies

Heist Crew

  • Various humanoids, chaotic neutral
  • Armor Class 13 (thief’s attire)
  • Hit Points Varies
  • Speed 30 ft.

Melee Attack: +3 to hit, Varies damage (daggers)

Terrain

This encounter takes place in the location of the heist, such as a noble’s mansion or a secure vault.

Tactics

  • The party witnesses the heist in progress and can choose to intervene, assist the thieves, or observe from the shadows.
  • The outcome may have legal consequences or lead to alliances with criminals.

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