Urban Encounters
Choose one of these 44 urban 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. Pickpocket’s Scheme | 1–3 | Social / pursuit | 15–20 | A staged distraction exposes a pickpocket before the theft is settled. |
| 2. Mysterious Message | Any | Investigation / social | 15–20 | A sealed invitation names a public meeting and a verifiable sender. |
| 3. Brawl at the Tavern | 2–4 | Social / combat | 15–25 | A disputed bill threatens to turn an argument into a fight. |
| 4. Street Performers | Any | Social / investigation | 10–20 | A traveling troupe saw a suspicious delivery and needs a hand clearing its stage. |
| 5. Suspicious Merchants | 1–4 | Investigation / trade | 15–25 | Two sellers are passing plated tokens as silver. |
| 6. Runaway Carriage | 2–5 | Timed rescue | 15–20 | A loose harness lets a cart roll toward a crowded junction. |
| 7. Enchanted Pawn Shop | Any | Social / identification | 15–20 | A pawnbroker mistakes a healing potion for colored glassware. |
| 8. Thieves’ Guild Ambush | 3–5 | Social / combat | 20–25 | Two extortionists wait for a courier carrying public evidence. |
| 9. Haunted Alley | 3–5 | Social / possible combat | 15–25 | A silent apparition points toward a missing memorial tile. |
| 10. Charity Scam | Any | Investigation / social | 15–20 | A collector’s receipt does not match the named shelter. |
| 11. Lost Child | Any | Social / reunion | 15–20 | A child knows the route landmarks but not the street name. |
| 12. Riot in the Streets | 2–5 | Rescue / navigation | 20–25 | A blocked route strands residents behind overturned carts. |
| 13. Tax Collector’s Visit | Any | Social / evidence | 15–25 | A collector has confused commercial and personal baggage. |
| 14. Execution Notice | Any | Social / urgent evidence | 20–30 | A clerk’s visible error offers a chance to halt a sentence lawfully. |
| 15. Street Vendor Dispute | Any | Social / mediation | 15–20 | Two stalls claim the same marked frontage. |
| 16. Secret Cult Gathering | 3–5 | Investigation / combat | 20–30 | A hidden meeting’s ledger reveals a concrete planned theft. |
| 17. Lost Ring in the Drain | 1–3 | Exploration / recovery | 15–20 | A family ring lies beyond a loose drain grate. |
| 18. False Accusations at Market | Any | Social / investigation | 15–25 | A mistaken witness confuses two matching cloaks. |
| 19. Street Footrace | Any | Game / social | 15–20 | Two runners invite a fair short race through a marked course. |
| 20. Black Market Receipts | 2–4 | Social / investigation | 20–25 | A concealed stall sells goods whose ownership marks remain visible. |
| 21. Unseen Stalker | 2–4 | Social / investigation | 15–25 | A watcher carries a warning letter but fears approaching openly. |
| 22. False Injury at the Bridge | 3–5 | Social / ambush | 20–25 | A staged injury hides an extortion demand from two visible accomplices. |
| 23. Disappearing Shopkeeper | 2–4 | Investigation / social | 20–25 | An empty shop’s open hatch leads to a disputed delivery. |
| 24. Street Oracle | Any | Social / information | 15–20 | A fortune seller’s useful knowledge comes from ordinary observation. |
| 25. Unexplained Illness Outbreak | Any | Investigation / aid | 20–30 | A shared food stall points to the source of a neighborhood illness. |
| 26. Kidnapped Noble’s Heir | 3–5 | Rescue / negotiation | 20–35 | A visible ransom note leads to a nearby warehouse before departure. |
| 27. Town Crier’s News | Any | Social / response | 15–20 | A flood notice needs a clearer evacuation route. |
| 28. Street Art Contest | Any | Game / social | 15–25 | Artists need a fair judge and a missing shade cloth. |
| 29. Stolen Museum Instrument | 2–4 | Investigation / recovery | 20–30 | A stolen survey instrument is being exchanged in a public courtyard. |
| 30. Heist in Progress | 3–5 | Rescue / pursuit | 20–30 | A thief is escaping with a public payroll box. |
| 31. Lost Ring at the Glassworks | Any | Investigation / mediation | 15–20 | A ring mistaken for scrap is about to be melted. |
| 32. False Accusation at the Parade | Any | Social / evidence | 15–25 | A missing banner creates a mistaken accusation with a visible timeline. |
| 33. Courier Barrow Race | Any | Game / teamwork | 15–20 | Two couriers ask teams to move fragile empty boxes through a marked course. |
| 34. Black Market Cartographer | Any | Social / investigation | 15–25 | A covert map seller claims a public route is secret. |
| 35. Protective Watcher | 2–4 | Social / investigation | 15–20 | A hired observer needs to prove a protective assignment without demanding trust. |
| 36. Genuinely Injured Traveler | Any | Rescue / social | 15–20 | An injured courier needs help after being mistaken for an extortion scheme. |
| 37. Shopkeeper Behind the Wall | Any | Investigation / repair | 15–20 | A missing proprietor is trapped behind a jammed stockroom panel. |
| 38. Oracle’s Missing Ledger | Any | Social / investigation | 15–25 | A fortune seller needs records returned to correct a misleading forecast. |
| 39. Contaminated Cistern | Any | Investigation / practical aid | 20–30 | Residents can trace bad-tasting water to a blocked drain. |
| 40. Noble’s Runaway Heir | Any | Social / mediation | 20–30 | A supposed kidnapping turns out to be a voluntary apprenticeship dispute. |
| 41. Town Crier’s Correction | Any | Social / evidence | 15–20 | An urgent correction can stop a false closure notice spreading. |
| 42. Neighborhood Mural Dispute | Any | Social / creative task | 15–25 | A contest’s shared wall needs room for three different designs. |
| 43. Museum Artifact Mix-up | Any | Investigation / mediation | 20–25 | A supposedly stolen instrument is in an authorized restoration shipment. |
| 44. Rooftop Heist Aftermath | 3–5 | Pursuit / recovery | 20–30 | A fleeing thief offers to drop a stolen ledger for safe surrender. |
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 Waterdeep: Dragon Heist. These encounters stand on their own.
1. Pickpocket’s Scheme
At a glance: levels 1–3 | Social / pursuit | 15–20 minutes | Creatures: 1 × Spy.
A dropped fruit basket bursts across the lane. Behind its owner, a hand moves toward a purse.
Setup. A 50-foot market lane has south and north exits. One spy stands 15 feet ahead beside a noncombat fruit seller; the west alley returns to the same lane after 100 feet.
DM hex map: Pickpocket's Scheme
Trigger. The party sees the reaching hand and chooses whether to intervene before any possessions disappear.
Run it. Speaking up stops the attempt without a roll. A thief challenged peacefully returns a previously stolen 5 gp purse, then runs west. Use normal movement and Cunning Action if pursued; cutting through the visible north stall reaches the alley exit in 2 rounds. Violence invokes the actual spy block, not automatic theft immunity.
Resolution and reward. Returning the purse earns the seller’s thanks and a 5 gp reward from its named owner. The party loses nothing automatically.
Adjust. Easier: thief drops the purse. Longer: decide whether to involve the nearby watch.
SRD reference: Spy
Medium humanoid (any race), any alignment
AC 12 | HP 27 (6d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses: passive Perception 16
- Languages: any two languages
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
2. Mysterious Message
At a glance: levels Any | Investigation / social | 15–20 minutes | Creatures: 1 × Commoner.
A server places a sealed envelope beside your cup. “They said you would recognize the blue bridge mark.”
Setup. A 40-foot tavern room has south street door and east courtyard. Server Tali uses commoner statistics and speaks Common. The message names clerk Ivo at the public bridge in 1 hour.
DM hex map: Mysterious Message
Trigger. Opening it reveals a request to witness a disputed cargo delivery, not a magical compulsion.
Run it. Tali can identify the sender’s coat and show the payment receipt without a check. Asking at the bridge office confirms the meeting. A rushed DC 12 Investigation check spots the matching office seal immediately; failure changes no facts. Declining has no hidden punishment.
Resolution and reward. Attending earns 10 gp for an honest witness statement and introduces a named clerk contact. The message can instead remain an optional lead.
Adjust. Shorter: clerk is already waiting in the courtyard. Longer: two claimants bring conflicting cargo receipts.
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. Brawl at the Tavern
At a glance: levels 2–4 | Social / combat | 15–25 minutes | Creatures: 3 × Commoner; 1 × Thug.
A chair scrapes backward. One patron points at a bill with the same meal charged twice.
Setup. A 40-by-30-foot tavern has a 10-foot ceiling, south street door, and east kitchen exit. Three commoner patrons and one thug debt collector stand 15 feet ahead; tables grant cover only when they physically block attacks.
DM hex map: Brawl at the Tavern
Trigger. The collector demands payment while a patron raises an empty mug.
Run it. Comparing the visible bill and kitchen tally reveals the duplicate charge without a roll. Correcting it ends the argument. If combat starts, commoners use clubs as improvised available objects and flee after the first injury; the thug surrenders at half HP. Declare melee knockouts at 0 HP under normal rules, not a universal nonlethal aura.
Resolution and reward. Peaceful mediation earns free meals and 10 gp from the grateful proprietor. Broken furniture costs are stated afterward, not secretly deducted treasure.
Adjust. Easier: collector accepts the tally immediately. Longer: a missing receipt must be fetched from the kitchen.
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.
SRD reference: Thug
Medium humanoid (any race), any non–good alignment
AC 11 (leather armor) | HP 32 (5d8 + 10) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
- Skills: Intimidation +2
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
4. Street Performers
At a glance: levels Any | Social / investigation | 10–20 minutes | Creatures: 3 × Commoner.
Three performers juggle beside stacked crates. One keeps glancing at a cart disappearing around the corner.
Setup. A 50-foot square has north and south streets. Three commoners perform beside a 10-foot stage; a chalk note lists the next delivery’s west warehouse address. Their show grants no magic powers.
DM hex map: Street Performers
Trigger. They offer what they saw in exchange for 5 minutes packing props.
Run it. Helping works without a check; tipping 2 sp also earns the account. They describe a blue cart, two red crates, and warehouse door 4, enough to investigate now. Threats make them stop performing and ask the public watch for help. The audience is not a concealed combat mob.
Resolution and reward. Their information identifies a real delivery discrepancy and earns a 15 gp witness fee if reported to the affected merchant.
Adjust. Shorter: the cart is still visible. Longer: one performer needs an ordinary dropped prop retrieved first.
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.
5. Suspicious Merchants
At a glance: levels 1–4 | Investigation / trade | 15–25 minutes | Creatures: 2 × Commoner.
A seller polishes a bright coin where the edge has turned copper. His partner moves the lamp away.
Setup. A 40-foot market lane has south and north exits. Two commoners stand behind a west stall 15 feet ahead. Ten allegedly silver tokens cost 1 gp total; their stamped alloy is worth 1 sp as scrap.
DM hex map: Suspicious Merchants
Trigger. They offer the tokens as change for a purchase.
Run it. A minute inspecting a scratched edge identifies the plating without a roll. A rushed DC 12 Investigation check does the same in an action; failure leaves the longer method available. Confronted with the exposed edge, they refund the offered price and close the stall. They do not transform into monsters or attack automatically.
Resolution and reward. Returning a previously cheated buyer’s receipt earns 5 gp and a named market contact. Reporting the evidence creates a clear watch lead.
Adjust. Easier: one token is already split. Longer: distinguish deliberate fraud from the partner’s mistaken inventory purchase.
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. Runaway Carriage
At a glance: levels 2–5 | Timed rescue | 15–20 minutes | Creatures: 1 × Draft Horse.
A cart rattles downhill without a driver. Its horse pulls sideways against a broken trace.
Setup. A 90-foot street slopes north toward a visible empty loading bay west. One draft horse is harnessed to an original simple cart; pedestrians can step into open doorways, and are not mandatory casualties.
DM hex map: Runaway Carriage
Trigger. The first wheel strike starts initiative and a three-round countdown.
Run it. An adjacent action cuts the tangled trace; a second action and DC 12 Animal Handling guides the horse into the loading bay. A calm handler presenting feed has advantage. Alternatively, two characters can spend actions pushing a visible barrier across the empty bay entrance to catch the cart. On count 0 round 3 if unresolved, it strikes an unoccupied crate stack, destroying 15 gp of cargo, not automatically killing bystanders.
Resolution and reward. Saving the cargo earns 20 gp from the driver. The horse can be unhitched safely afterward even after a failed stop.
Adjust. Easier: trace is already cut. Harder: one parked barrow blocks access to the safe bay.
SRD reference: Draft Horse
Large beast, unaligned
AC 10 | HP 19 (3d10 + 3) | Speed 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 12 (+1) | 2 (−4) | 11 (+0) | 7 (−2) |
- Senses: passive Perception 10
- Languages: —
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
7. Enchanted Pawn Shop
At a glance: levels Any | Social / identification | 15–20 minutes | Creatures: 1 × Commoner.
A red liquid glimmers inside a stoppered vial. Its label reads “healing,” crossed out beneath a 2 gp price.
Setup. A 30-by-20-foot shop has a 10-foot ceiling, south public door, and west counter. Commoner broker Renn speaks Common; one genuine SRD potion of healing sits openly beside its old receipt.
DM hex map: Enchanted Pawn Shop
Trigger. Renn asks whether the old label can be trusted before selling it.
Run it. The receipt and an intact maker’s mark identify the potion without requiring a spell. Tell Renn its nature and he offers it for 25 gp, an explicit local discount rather than the usual equipment price. Drinking uses an action and restores 2d4 + 2 HP under SRD 5.1. Theft makes him report the vial’s distinctive mark; no curse punishes honesty. SRD potion of healing reference.
Resolution and reward. Honest advice also earns a 5 gp store credit for ordinary tools. The vial is the only magic item in stock.
Adjust. Easier: receipt is legible. Longer: the original owner returns to dispute the pawn terms.
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.
8. Thieves’ Guild Ambush
At a glance: levels 3–5 | Social / combat | 20–25 minutes | Creatures: 2 × Thug.
Two figures stand on opposite sides of an arch. A courier beyond them hugs a leather document case.
Setup. A 60-foot alley has south and north exits and a public east doorway. Two thugs wait 20 feet ahead; the courier is a noncombat dependent 10 feet beyond them. Their gang affiliation grants no extra powers.
DM hex map: Thieves' Guild Ambush
Trigger. They demand the case before letting the courier pass.
Run it. A visible city seal on the case supports requesting public watch intervention; sounding the provided doorway bell brings officers narratively in 3 rounds, causing the thugs to leave. Buying passage costs 10 gp. If fighting, use actual Pack Tactics and attacks, with surrender after one falls. The courier can retreat through the east door with an adjacent guiding action.
Resolution and reward. Delivery of the evidence earns 25 gp and a clerk contact. Refusal permits ordinary southward withdrawal.
Adjust. Easier: one thug already fears the bell. Harder: clear a stacked crate from the doorway with an action.
SRD reference: Thug
Medium humanoid (any race), any non–good alignment
AC 11 (leather armor) | HP 32 (5d8 + 10) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
- Skills: Intimidation +2
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
9. Haunted Alley
At a glance: levels 3–5 | Social / possible combat | 15–25 minutes | Creatures: 1 × Specter.
A pale figure traces a blank patch in the wall. Broken tile fragments lie beneath a loose drain cover.
Setup. A dark 40-foot alley has south street access and north courtyard exit. One specter hovers 20 feet ahead; the missing intact name tile lies under the cover, reachable from the entrance side.
DM hex map: Haunted Alley
Trigger. It gestures between cover and wall, allowing passersby to leave peacefully.
Run it. An action lifts the loose cover; returning the name tile takes another and releases the original haunting. Searching where indicated needs no check. Attacking invokes actual Life Drain and its maximum-HP save, while replacing the tile still ends hostility. The figure cannot speak or automatically possess a character.
Resolution and reward. It points to a 25 gp emergency purse before fading. Destroying it leaves the purse discoverable with a 10-minute search.
Adjust. Easier: cover is already open. Longer: read the name aloud from a family notice at the alley mouth.
SRD reference: Specter
Medium undead, chaotic evil
AC 12 | HP 22 (5d8) | Speed 0 ft., fly 50 ft. (hover) | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (−5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
- Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: necrotic, poison
- Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands all languages it knew in life but can’t speak
Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
10. Charity Scam
At a glance: levels Any | Investigation / social | 15–20 minutes | Creatures: 2 × Commoner.
A collector asks for coins while another stamps receipts. The stamp’s address differs from the shelter sign across the street.
Setup. A 50-foot square has open north and south streets. Two commoner collectors stand 15 feet west; the actual shelter office is 20 feet east and open. Poverty itself is not evidence of fraud.
DM hex map: Charity Scam
Trigger. They offer a receipt for a claimed shelter donation.
Run it. Comparing the printed addresses reveals the mismatch without a roll. Asking the shelter clerk confirms these collectors are unauthorized. Confrontation makes them return collected coins and leave; threats draw public attention but no concealed attack. The party can donate directly to the shelter if desired, with no mandatory payment.
Resolution and reward. Returning 8 gp of misdirected donations earns a public thank-you and a reliable shelter contact. No personal treasure reward is required.
Adjust. Easier: a clerk walks over during the pitch. Longer: one collector was misled by the other and asks how to make amends.
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.
11. Lost Child
At a glance: levels Any | Social / reunion | 15–20 minutes | Creatures: 1 × Guard.
A child holds up a painted bakery token. “The shop had a blue roof and a bell that sounded like this.”
Setup. A 50-foot market square has south bakery lane and north watch post. One guard speaks Common at the post, 25 feet away; the child is a noncombat dependent, not a thief stat block.
DM hex map: Lost Child
Trigger. The child asks for help finding the bakery.
Run it. The visible token names the bakery when turned over. Walking to the blue-roofed shop takes 10 minutes without a navigation roll; asking the guard yields the same directions. A rushed DC 12 Investigation check spots the matching rooftop immediately, with failure costing only a few minutes. There is no hidden kidnapping trap.
Resolution and reward. The family offers 5 gp and a meal, and the baker becomes a named local contact. Declining help lets the guard take responsibility.
Adjust. Shorter: the bell rings from the correct lane. Longer: the child wants a dropped toy retrieved before returning.
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.
12. Riot in the Streets
At a glance: levels 2–5 | Rescue / navigation | 20–25 minutes | Creatures: 4 × Commoner; 2 × Guard.
Shouts roll across the square. A family waves from a doorway behind two overturned carts.
Setup. A 70-foot square has south retreat, a clear east side lane, and a north blocked doorway. Four commoner residents wait there; two guards hold the west entrance. The crowd is narrative scenery, not a new swarm monster.
DM hex map: Riot in the Streets
Trigger. The guards ask for a safe passage for the residents before more people enter the square.
Run it. Each cart can be righted with an action and DC 12 Athletics, or two actions using available poles. An adjacent guiding action leads residents through the east lane on their next turn. Failure at a cart loses only time; random crowd damage is not added. Attacking bystanders changes the scene but is never required for rescue.
Resolution and reward. Helping earns 20 gp from the neighborhood fund and safe eastward access. Retreat leaves the guards organizing a slower exit.
Adjust. Easier: one cart is already upright. Harder: residents need a carried supply box moved too.
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.
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.
13. Tax Collector’s Visit
At a glance: levels Any | Social / evidence | 15–25 minutes | Creatures: 1 × Commoner; 2 × Guard.
A clerk taps a tariff sheet. Two guards wait behind her while she asks how many crates are for sale.
Setup. A 50-foot gate yard has south arrival and north city access. One commoner collector speaks Common; two guards stand 20 feet north. A posted sheet plainly exempts personal equipment and lists a 2 gp commercial-cart fee.
DM hex map: Tax Collector's Visit
Trigger. She asks the party to identify its sale goods before assigning the fee.
Run it. Showing an inventory of personal gear resolves the exemption without a check. Actual commercial cargo owes the stated 2 gp, not an invented percentage of all treasure. Missing papers can be replaced with a 20-minute office declaration. A DC 12 Persuasion check speeds that to 5 minutes; failure changes no fee. Refusal permits withdrawal south.
Resolution and reward. Correcting the record prevents repeat demands at the next gate and introduces a named clerk contact.
Adjust. Easier: prior receipt is recognized immediately. Longer: a merchant tries to hide its goods among the party’s packs.
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.
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.
14. Execution Notice
At a glance: levels Any | Social / urgent evidence | 20–30 minutes | Creatures: 2 × Guard; 1 × Commoner.
A bell rings above a closed courtyard. Beside its gate, a clerk compares two warrants with different prisoner names.
Setup. A 60-foot public square has south street and north guarded courtyard. Two guards and one commoner clerk speak Common. No graphic event is staged; the sentence is scheduled 1 hour later, leaving time for the stated process.
DM hex map: Execution Notice
Trigger. The clerk asks a literate witness to compare the warrants.
Run it. The birthmarks and names visibly mismatch; pointing this out requires no check. Carrying the corrected packet to the magistrate’s open west office takes 10 minutes and secures a stay. A rushed DC 12 Persuasion check at the gate gets immediate access; failure leaves the normal office route available. A fight is not the only meaningful choice.
Resolution and reward. The clerk gives 15 gp for reliable assistance, and the corrected case becomes a concrete legal contact rather than a required rescue campaign.
Adjust. Easier: magistrate is present. Longer: escort a named witness from the next street before the hour ends.
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.
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. Street Vendor Dispute
At a glance: levels Any | Social / mediation | 15–20 minutes | Creatures: 2 × Commoner.
A fruit seller and a cobbler each point to a chalk line. Beneath it, an older brass boundary pin glints.
Setup. A 40-foot market lane has north and south exits. Two commoners stand 15 feet west beside movable stalls. Their permits are visibly pinned to the counters and use the same numbered street plan.
DM hex map: Street Vendor Dispute
Trigger. Both ask the party to witness the boundary.
Run it. Comparing permit numbers with the brass pin shows where each stall belongs without a check. Moving one stall 5 feet settles the practical issue. A DC 12 Persuasion check persuades both to share the work; failure means each moves its own stock, taking 10 minutes longer. Neither automatically attacks over a failed social roll.
Resolution and reward. They jointly offer 5 gp or two meals and remain useful neighborhood contacts. Walking past is always possible.
Adjust. Easier: the street warden confirms the pin. Longer: a third handcart needs a public walkway kept clear.
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.
16. Secret Cult Gathering
At a glance: levels 3–5 | Investigation / combat | 20–30 minutes | Creatures: 3 × Cultist.
Chanting stops behind a cellar door. Through its gap, a ledger marked with the public well’s seal lies on a table.
Setup. A dim 40-by-30-foot cellar has a 10-foot ceiling, south stairs, and east service exit. Three cultists meet 20 feet north. Their ritual has no effect beyond original scenery; no named proprietary deity or extra spell is required.
DM hex map: Secret Cult Gathering
Trigger. The party hears them plan to steal the well’s donation chest tonight.
Run it. Listening for 1 minute reveals the time and east gate, enough to alert the watch without entering. Entering openly prompts demands to leave; claiming delivery of supplies gives a chance to negotiate with DC 12 Deception. In combat use actual Scimitar and Dark Devotion, with flight through the service exit after one falls.
Resolution and reward. Reporting verified details earns 25 gp from the well keeper. The ledger itself provides evidence without forcing the party to fight.
Adjust. Easier: the meeting notes lie by the door. Harder: a fourth visible cultist guards the stairs.
SRD reference: Cultist
Medium humanoid (any race), any non–good alignment
AC 12 (leather armor) | HP 9 (2d8) | Speed 30 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |
- Skills: Deception +2, Religion +2
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
17. Lost Ring in the Drain
At a glance: levels 1–3 | Exploration / recovery | 15–20 minutes | Creatures: 1 × Giant Rat.
A citizen points into a shallow drain. A silver band glitters beside a scavenger’s grain sack.
Setup. A 40-foot lane has north and south streets. One giant rat waits in a 10-foot drain recess 5 feet below the west curb. The grate is loose and the drain is dry, with a reachable ladder.
DM hex map: Lost Ring in the Drain
Trigger. The owner asks for the visible ring without harming the animal if possible.
Run it. A pole with a hook retrieves the ring from street level with two actions. A ration placed away from the ring distracts the rat for 1 minute; climbing down the sound ladder then needs no check. If attacked it bites and flees into a crack at half HP. No disease variant is added.
Resolution and reward. Returning the ring earns 10 gp and a named jeweler contact. Its ordinary silver value is 5 gp if kept.
Adjust. Easier: the ring lies by the grate. Longer: recover a second dropped keepsake before replacing the grate.
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.
18. False Accusations at Market
At a glance: levels Any | Social / investigation | 15–25 minutes | Creatures: 2 × Guard; 1 × Commoner.
A shopkeeper points at your cloak. Beside the guard post, a second cloak of the same color hangs from a fleeing customer’s forgotten bag.
Setup. A 50-foot square has south street and east shop. Two guards and one commoner shopkeeper speak Common. The forgotten bag sits openly 20 feet east; no item has been planted in the party’s inventory.
DM hex map: False Accusations at Market
Trigger. The shopkeeper accuses a party member of taking a marked receipt purse.
Run it. Comparing the witness’s stated silver clasp with the party’s actual clasp exposes the mismatch without a check. The bag contains the missing purse and the customer’s name. A rushed DC 12 Investigation check finds the mark immediately; a 5-minute search succeeds automatically. Guards permit that inspection and do not attack after a failed check.
Resolution and reward. Clearing the error earns an apology, 5 gp in store credit, and the actual customer’s delivery address as an optional lead.
Adjust. Easier: the missing purse is visible. Longer: choose how to help the embarrassed witness correct the record.
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.
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.
19. Street Footrace
At a glance: levels Any | Game / social | 15–20 minutes | Creatures: 2 × Commoner.
A chalk line crosses the street. Two runners point at three flags and an open lane beyond them.
Setup. A 90-foot course has three 30-foot legs, sound pavement, and no traffic. Two commoner runners compete; spectators remain outside the path. These race checks are original game procedures, not changes to combat movement.
DM hex map: Street Footrace
Trigger. The host offers one free entry for a 5 gp prize.
Run it. Each leg uses one DC 12 Athletics or Acrobatics check, chosen to fit the runner’s described approach. Two successes finish first; one finishes second, none finishes last. Ties share the prize. Failure costs time, not damage or exhaustion. A player can decline or act as course judge instead, earning goodwill without a roll.
Resolution and reward. Winner receives 5 gp and a courier captain’s introduction. Everyone learns a safe shortcut between the north and south streets.
Adjust. Easier: one success wins. Longer: help settle a visible tie before the prize is awarded.
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.
20. Black Market Receipts
At a glance: levels 2–4 | Social / investigation | 20–25 minutes | Creatures: 2 × Commoner.
A shutter opens into a cellar stall. Bright new ownership brands have been scratched across old ones.
Setup. A dim 30-foot cellar has a 10-foot ceiling, south stairs, and open east service exit. Two commoner sellers speak Common; ordinary rope, tools, and a marked lantern sit on the counter.
DM hex map: Black Market Receipts
Trigger. They offer the lantern for 3 gp, below its visible 5 gp receipt value.
Run it. Examining the layered marks for 1 minute identifies the rightful owner’s name without a check. Asking about it makes the sellers offer a refund or surrender the lantern if threatened with evidence. They flee through the east exit if attacked; no secret guild army appears. Buying knowingly remains an explicit player choice.
Resolution and reward. Returning the lantern earns 10 gp from its owner and reveals the warehouse from which it was taken. Reporting the stall can proceed without violence.
Adjust. Easier: the receipt is intact. Longer: one seller claims to have bought it honestly from another trader.
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.
21. Unseen Stalker
At a glance: levels 2–4 | Social / investigation | 15–25 minutes | Creatures: 1 × Scout.
The same green hood pauses at the third corner. A sealed envelope protrudes from its wearer’s hand.
Setup. A 70-foot public street has south and north exits and an open east square. One scout follows 30 feet behind, not hidden by magic. The watcher speaks Common and keeps hands visible when addressed.
DM hex map: Unseen Stalker
Trigger. Noticing the repeated hood gives the party a chance to stop and question it.
Run it. A direct invitation to speak produces the letter without a check. It names a merchant who wants the party warned about a forged bill. Checking the seal at that merchant’s public office confirms the claim in 10 minutes. If chased, the scout retreats to the east square rather than launching a surprise attack.
Resolution and reward. Returning the warning receipt earns 15 gp and a named merchant contact. Refusal means the scout leaves the letter with the public watch instead.
Adjust. Easier: watcher introduces themself immediately. Longer: help the anxious messenger choose a safer delivery method.
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.
22. False Injury at the Bridge
At a glance: levels 3–5 | Social / ambush | 20–25 minutes | Creatures: 2 × Thug.
A traveler clutches a wrapped ankle. Two companions keep watching the empty alley rather than their injured friend.
Setup. A 60-foot bridge approach has south retreat and a clear east public lane. Two thugs stand 20 feet north; the apparent injured traveler is a noncombat participant. No genuine poverty or injury automatically signals a crime.
DM hex map: False Injury at the Bridge
Trigger. They ask the party to carry a bag into the alley, where they intend to demand 10 gp.
Run it. Offering to summon a public healer instead makes the actor stand and the scheme collapse, no check. Inspecting the loose ankle wrap for 1 minute also exposes it. If confronted violently, thugs use actual attacks and surrender after one falls. The east lane remains an obvious bypass; no possessions vanish automatically.
Resolution and reward. The actor admits a stolen 12 gp purse is in the bag and names its owner. Returning it earns a 5 gp reward.
Adjust. Easier: the actor accidentally uses both feet. Longer: decide whether to offer the actor legitimate paid work afterward.
SRD reference: Thug
Medium humanoid (any race), any non–good alignment
AC 11 (leather armor) | HP 32 (5d8 + 10) | Speed 30 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
- Skills: Intimidation +2
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
23. Disappearing Shopkeeper
At a glance: levels 2–4 | Investigation / social | 20–25 minutes | Creatures: 1 × Commoner; 2 × Bandit.
A counter bell rings unanswered. Beneath it, muddy footsteps end at a half-open floor hatch.
Setup. A 30-foot shop has a 10-foot ceiling, south street door, and a sound ladder to a 30-foot cellar. One commoner shopkeeper argues with two bandits 15 feet inside the cellar; an east service door leads outside.
DM hex map: Disappearing Shopkeeper
Trigger. Listening reveals the shopkeeper wants a stolen delivery returned, not help committing a kidnapping.
Run it. Calling from the hatch lets all participants state their claims. A visible receipt in the shopkeeper’s hand proves ownership; asking to compare it works without a roll. The bandits accept 5 gp to leave their stolen goods, or flee if threatened with a watch bell. Combat uses actual weapons, with surrender after one falls.
Resolution and reward. Returning the goods earns 20 gp and an ordinary tool worth up to 5 gp. The ladder and service exit permit retreat.
Adjust. Easier: bandits already agree to compare receipts. Longer: a buyer upstairs needs reassurance while the argument is settled.
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.
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.
24. Street Oracle
At a glance: levels Any | Social / information | 15–20 minutes | Creatures: 1 × Commoner.
An oracle points at dark clouds in a painted bowl. Beside it lies an open tide-and-weather ledger.
Setup. A 40-foot square has east and west streets. Commoner oracle Vessa speaks Common and offers readings for 2 sp. The bowl is a stage prop; no prophetic power or imposed destiny is added.
DM hex map: Street Oracle
Trigger. She offers a warning that the north bridge will close at sunset.
Run it. Asking how she knows reveals the posted maintenance schedule she copied this morning. Paying gains the exact closure time and a 20-minute east detour map; reading the public notice 30 feet away gets the same fact without a fee. Insults cause her to end the reading, not curse the party.
Resolution and reward. Accurate advice can save 1 hour of later backtracking. Helping her update the ledger earns a 5 gp payment from the neighboring dock office.
Adjust. Shorter: the notice is in plain view. Longer: compare two conflicting schedules before choosing the route.
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.
25. Unexplained Illness Outbreak
At a glance: levels Any | Investigation / aid | 20–30 minutes | Creatures: 3 × Commoner.
Three neighbors sit beneath a closed awning. Each holds the same blue meal token.
Setup. A 60-foot square has south street, east public pump, and a west food stall. Three commoners are ill but stable; the original scene’s illness is not spread by conversation or proximity.
DM hex map: Unexplained Illness Outbreak
Trigger. They ask for clean water and help identifying which supplies were spoiled.
Run it. Comparing tokens and the stall’s visible delivery log identifies one unrefrigerated fish barrel without a check after 10 minutes. A DC 12 Investigation check does so immediately; failure leaves the patient method. Removing that barrel and warning the public prevents more exposure. Actual recovery requires time or an appropriate healer, not merely winning an Investigation roll.
Resolution and reward. The neighborhood pays 20 gp for evidence and cleanup. A named healer at the east clinic can take over care, giving a concrete destination.
Adjust. Easier: a seller already identifies the suspect barrel. Longer: help deliver replacement food from a safe stall.
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.
26. Kidnapped Noble’s Heir
At a glance: levels 3–5 | Rescue / negotiation | 20–35 minutes | Creatures: 2 × Bandit; 1 × Guard.
A guard unfolds a ransom note beside an open warehouse map. “They leave by the east door at the next bell.”
Setup. A 50-by-30-foot warehouse has a 15-foot ceiling, south public door, and east loading exit. Two bandits wait 25 feet north with an unharmed noncombat captive. One guard stays at the south entrance with the party.
DM hex map: Kidnapped Noble's Heir
Trigger. The bandits demand 30 gp and safe departure, allowing conversation before combat.
Run it. A rear window offers a clear view of the captive. Paying releases them as agreed; DC 13 Persuasion with proof the east street is watched wins surrender. Failure leaves payment, continued negotiation, or a chosen fight. If combat starts, bandits target attackers, not automatically kill the captive. An adjacent action frees the ordinary rope binding.
Resolution and reward. Rescue earns 50 gp from the family and a written receipt covering any paid ransom. Retreat leaves the guard maintaining contact.
Adjust. Easier: one bandit wants to surrender. Harder: a supply cart must be moved to open the safe exit.
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: 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.
27. Town Crier’s News
At a glance: levels Any | Social / response | 15–20 minutes | Creatures: 1 × Commoner.
A crier repeats “bridge closed” until someone asks where travelers should go instead.
Setup. A 60-foot square has south road and east upper lane. One commoner crier stands 20 feet north beside a notice naming the west bridge’s closure at sunset and the east school’s shelter.
DM hex map: Town Crier's News
Trigger. The crier asks volunteers to carry corrected directions to the south gate.
Run it. Walking the 10-minute route and posting the supplied notice completes the task without a roll. A DC 12 Persuasion check gathers two helpful locals to assist, while failure means the party does it themselves. The announcement concerns a concrete blocked bridge, not an undefined war the DM must invent mid-scene.
Resolution and reward. The gate clerk pays 10 gp and provides a map of the upper lane. Ignoring the task leaves the information publicly available.
Adjust. Shorter: gate clerk is in the square. Longer: help an arriving wagon use the indicated upper route.
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.
28. Street Art Contest
At a glance: levels Any | Game / social | 15–25 minutes | Creatures: 3 × Commoner.
Three painters hold canvases against the glare. Their judge’s chair sits empty beneath a fallen awning.
Setup. A 50-foot square has north and south streets. Three commoner artists stand by stalls 10 feet apart. A sound shade cloth lies beside two poles, and all contest rules are posted.
DM hex map: Street Art Contest
Trigger. They invite the party to judge or enter a free round for a 5 gp prize.
Run it. Raising the shade takes two helping actions. Entrants describe a work and make DC 12 Dexterity with painter’s supplies, or another agreed check fitting their medium. Success earns a shared first prize among successful entries; failure still permits exhibiting the piece. Judges can instead choose by the posted theme, “our neighborhood,” without a mechanical test.
Resolution and reward. Participation earns local contacts; the winner receives 5 gp and a public display space. Nothing requires disrupting others’ work.
Adjust. Easier: shade already stands. Longer: resolve a visible tie by asking artists to explain their intentions.
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.
29. Stolen Museum Instrument
At a glance: levels 2–4 | Investigation / recovery | 20–30 minutes | Creatures: 1 × Spy.
A curator points at an empty display stand. Fresh wax on its base matches the courier seal on a nearby note.
Setup. A 50-foot museum hall, ceiling 15 feet, has south street access and east courtyard door. One spy waits 30 feet beyond that door with the ordinary brass astrolabe; the courtyard has a north public exit.
DM hex map: Stolen Museum Instrument
Trigger. The note identifies an exchange in 20 minutes, leaving time to choose an approach.
Run it. The stand’s unique maker mark matches the instrument. Showing the curator’s ownership receipt prompts its return with DC 13 Persuasion; failure means the spy asks 10 gp for what they claim was a legitimate purchase. Alerting the public watch is a 10-minute alternative. If attacked, use actual Cunning Action and attacks, with retreat north at half HP.
Resolution and reward. Recovery earns 35 gp and access to the museum’s regional map, a concrete information resource. The astrolabe grants no invented spells.
Adjust. Easier: the spy accepts the receipt immediately. Longer: identify the intermediary named on the exchange note.
SRD reference: Spy
Medium humanoid (any race), any alignment
AC 12 | HP 27 (6d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses: passive Perception 16
- Languages: any two languages
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
30. Heist in Progress
At a glance: levels 3–5 | Rescue / pursuit | 20–30 minutes | Creatures: 1 × Spy; 1 × Guard.
A window bursts open above the lane. A figure slides down a rope with a small iron box under one arm.
Setup. A 60-foot lane has south and north exits and an east watch doorway. One spy starts 10 feet up a rope, 25 feet north; one guard stands beside the party. The payroll box is ordinary and visibly marked.
DM hex map: Heist in Progress
Trigger. The guard calls for the figure to stop before initiative and asks someone to ring the watch bell.
Run it. Ringing the nearby bell takes an action and blocks the north route with arriving watch members narratively after 3 rounds. The spy uses normal movement and Cunning Action to flee, abandoning the box at half HP. A visible east shortcut lets a pursuer reach the north gate in 2 rounds. No automatic successful pickpocketing removes the box again.
Resolution and reward. Returning the payroll earns 25 gp from its clerk. The box contains 100 gp belonging to named workers, not an additional reward.
Adjust. Easier: box strap catches on the window. Harder: move a barrow to reach the bell.
SRD reference: Spy
Medium humanoid (any race), any alignment
AC 12 | HP 27 (6d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses: passive Perception 16
- Languages: any two languages
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
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.
31. Lost Ring at the Glassworks
At a glance: levels Any | Investigation / mediation | 15–20 minutes | Creatures: 2 × Commoner.
A citizen points at a tray beside the glassworker’s furnace. “That silver band has our family mark inside.”
Setup. A 40-foot workshop has a 10-foot ceiling, south public door, and east yard. Two commoners, owner and glassworker, stand 15 feet ahead. The ring lies on a cool tray 10 feet from the furnace, not inside it.
DM hex map: Lost Ring at the Glassworks
Trigger. The worker asks for proof before removing it from paid scrap.
Run it. Comparing the named family mark with the inside engraving settles ownership without a roll. Paying the worker’s 2 sp scrap cost also works. A rushed DC 12 Investigation check finds the mark immediately; a full minute succeeds automatically. No combat is required to retrieve an ordinary heirloom.
Resolution and reward. Returning it earns 10 gp and a reliable artisan contact. This ring is distinct from the drain-side loss elsewhere in the collection.
Adjust. Easier: receipt also names the owner. Longer: help sort the remaining tray so another heirloom is not lost.
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.
32. False Accusation at the Parade
At a glance: levels Any | Social / evidence | 15–25 minutes | Creatures: 2 × Guard; 1 × Commoner.
A parade marshal points at a torn ribbon on your sleeve. Across the street, a delivery clock still hangs above the banner cart.
Setup. A 70-foot square has south and east exits. Two guards and a commoner marshal speak Common; the banner cart sits 20 feet north with its public delivery log.
DM hex map: False Accusation at the Parade
Trigger. The marshal claims the party took the banner before the parade assembled.
Run it. The log shows it was collected while the party was visibly at the gate, confirmed by the same guards’ arrival record. Comparing both records takes 10 minutes without a roll. A DC 12 Persuasion check secures immediate access to the gate ledger, with failure requiring the ordinary clerk’s queue. The banner’s actual recipient is named on the receipt.
Resolution and reward. Clearing the mistake earns 5 gp in parade vouchers and a concrete address for retrieving the banner, if the party wants to help further.
Adjust. Easier: the receiving runner returns during the argument. Longer: deliver a correction notice before the next parade turn.
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.
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.
33. Courier Barrow Race
At a glance: levels Any | Game / teamwork | 15–20 minutes | Creatures: 2 × Commoner.
Two barrows wait at a chalk line. A sign promises a prize for the fastest load that arrives intact.
Setup. A 90-foot paved course has three 30-foot legs and no traffic. Two commoner couriers act as officials. Empty boxes and padded corners make this an original safe contest, not vehicle combat.
DM hex map: Courier Barrow Race
Trigger. The host invites a free entry for a 5 gp team prize.
Run it. Each leg needs a described team plan and DC 12 Athletics or Dexterity with suitable tools. A helper spending the leg securing the boxes grants advantage to the mover. Two successes win; ties share the prize. Failure tips empty boxes onto a padded mat, costing time but no damage. Declining leaves the course open to spectators.
Resolution and reward. Winners earn 5 gp and a courier guild introduction. Helping reset boxes earns 2 sp even without competing.
Adjust. Easier: one success wins. Longer: let a team design a better securing harness before racing.
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.
34. Black Market Cartographer
At a glance: levels Any | Social / investigation | 15–25 minutes | Creatures: 2 × Commoner.
A seller whispers over a folded map. Its corner bears the same public-library stamp as the notice beside the alley.
Setup. A dim 40-foot alley has south street and east library entrance. Two commoners stand by a small table 15 feet north. The allegedly secret map costs 5 gp; the library’s copy is free to consult.
DM hex map: Black Market Cartographer
Trigger. They offer the map as the only way to find the east aqueduct route.
Run it. Comparing the visible stamp with the library notice exposes the sales claim without a check. The sellers admit they charge for a portable copy, not exclusive knowledge; a fair copy price is 1 gp, which they accept if confronted. Refusal or reporting the misrepresentation causes no hidden attack.
Resolution and reward. The map accurately marks a 20-minute route and two closed service doors. Consulting the public copy earns the same information without a purchase.
Adjust. Easier: librarian steps outside. Longer: identify one genuine recent closure missing from the older public copy.
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.
35. Protective Watcher
At a glance: levels 2–4 | Social / investigation | 15–20 minutes | Creatures: 1 × Spy.
The same gray cloak waits beside the third doorway. Its wearer finally raises a badge and stays in the open.
Setup. A 60-foot public street has south return and east magistrate’s office. One spy stands 25 feet north and speaks Common. Their badge names an employer at the open office rather than granting authority over the party.
DM hex map: Protective Watcher
Trigger. They explain they were hired to warn travelers about a forged debt notice.
Run it. Checking the employer’s posted seal takes 10 minutes and confirms the assignment. A direct request to stop following is honored immediately; the spy offers the warning in writing instead. A DC 12 Insight check confirms anxiety rather than hostility but is not required to verify the public evidence. No invisible creature or compulsory escort is introduced.
Resolution and reward. Returning a signed warning receipt earns 15 gp and a verifiable office contact. Refusing ends the tail without punishment.
Adjust. Easier: employer comes outside to confirm. Longer: help identify who posted the forged notice.
SRD reference: Spy
Medium humanoid (any race), any alignment
AC 12 | HP 27 (6d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses: passive Perception 16
- Languages: any two languages
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
36. Genuinely Injured Traveler
At a glance: levels Any | Rescue / social | 15–20 minutes | Creatures: 1 × Commoner.
A courier sits beside a torn wheel. Passersby avoid the outstretched hand while a sealed delivery lies openly on the ground.
Setup. A 50-foot bridge approach has south street and east clinic 30 feet away. One commoner courier has 1 HP and cannot comfortably walk; that temporary injury is original scene state, not a new stat block.
DM hex map: Genuinely Injured Traveler
Trigger. The courier asks for the nearby clinic, not for anyone to enter an unseen alley.
Run it. An improvised stretcher and two helpers move them safely without a roll. A DC 12 Medicine check recognizes an ordinary sprain and abrasion, but a failed check does not block transport. The visible delivery seal matches the clinic’s sign. No ambush follows a successful rescue; skepticism can be addressed by verifying the sign first.
Resolution and reward. The employer pays 15 gp for returning the courier and sealed parcel. The clinic accepts the delivery without charging the party a hidden fee.
Adjust. Easier: a clinic attendant brings a chair. Longer: retrieve the courier’s dropped dispatch book beside the wheel.
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.
37. Shopkeeper Behind the Wall
At a glance: levels Any | Investigation / repair | 15–20 minutes | Creatures: 1 × Commoner.
A shop bell rings unanswered. Three knocks answer from behind a shelf stacked with empty jars.
Setup. A 30-foot shop has a 10-foot ceiling, south door, and a sliding west stockroom panel. One commoner proprietor waits safely behind it; a 2-foot crate jams its track from the shop side.
DM hex map: Shopkeeper Behind the Wall
Trigger. The knocking becomes a spoken request when the party answers.
Run it. Moving the crate takes an action; a second action slides the panel. No Strength check is needed for an ordinary empty crate. If the party searches elsewhere first, a DC 12 Investigation check finds scuff marks immediately, while a minute following the knocks does so automatically. The panel is an ordinary service feature, not always a thieves’ den.
Resolution and reward. Rescue earns 10 gp store credit for ordinary equipment and a named shop contact. A stock ledger also confirms a real missing-delivery dispute.
Adjust. Easier: the proprietor can point through a gap. Longer: help repair the track so it cannot jam again.
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.
38. Oracle’s Missing Ledger
At a glance: levels Any | Social / investigation | 15–25 minutes | Creatures: 1 × Commoner.
An oracle crosses out a prediction on a board. “I copied the wrong tide. Someone has my actual ledger.”
Setup. A 40-foot square has south street and east dock office. One commoner oracle speaks Common; the ledger lies visibly in the office’s returned-property tray 25 feet away. No real divination power is claimed.
DM hex map: Oracle's Missing Ledger
Trigger. She asks for its return before the next market bell in 20 minutes.
Run it. The clerk releases it when the owner identifies three obvious cover marks, supplied in advance by the oracle. Carrying that description works without a check. A rushed DC 12 Persuasion check skips a 10-minute queue; failure leaves enough time for ordinary collection. Comparing ledger and board then corrects the dangerous crossing time.
Resolution and reward. Help earns 10 gp and an accurate safe-route note. Leaving the error uncorrected produces a known misinformation problem, not an unavoidable catastrophe.
Adjust. Easier: office queue is empty. Longer: help deliver the correction to one traveler who already left the square.
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.
39. Contaminated Cistern
At a glance: levels Any | Investigation / practical aid | 20–30 minutes | Creatures: 2 × Commoner.
Two residents point at a cloudy public cup. Beyond the pump, a runoff channel is visibly clogged with rubbish.
Setup. A 60-foot courtyard has south street, west drain, and east clean public fountain. Two commoners ask for help. The original illness risk is environmental; talking to them does not infect anyone.
DM hex map: Contaminated Cistern
Trigger. They request a warning sign and help clearing the visible obstruction.
Run it. Ten minutes with poles and buckets removes the rubbish without a roll. DC 12 Investigation identifies the same cause immediately for hurried parties; failure leaves the visible cleanup available. Post a sign directing drinkers to the east fountain while the cistern is inspected by its actual keeper. Cleaning does not instantly cure everyone already ill.
Resolution and reward. The residents pay 15 gp and give the keeper’s address for follow-up. Replacing drinking water provides a concrete useful success even if diagnosis remains with a healer.
Adjust. Easier: keeper is present. Longer: organize volunteers to carry clean water to the upper floors.
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.
40. Noble’s Runaway Heir
At a glance: levels Any | Social / mediation | 20–30 minutes | Creatures: 1 × Guard; 1 × Commoner.
A guard displays a missing-person sketch. Across the square, its adult subject stands openly at a carpenter’s bench.
Setup. A 60-foot square has south street and east workshop. One guard and one commoner adult heir speak Common; the heir’s apprenticeship papers lie on the bench. No child is hidden or in combat.
DM hex map: Noble's Runaway Heir
Trigger. The guard asks the party to help verify whether the heir left willingly.
Run it. Comparing the signed, dated papers and hearing the heir’s statement establishes the facts without a check. The employer’s public license provides independent confirmation. A DC 12 Persuasion check persuades the guard to hear both parties immediately; failure waits 20 minutes for the office clerk. No charm, abduction, or forced return is added.
Resolution and reward. Delivering an honest report earns 20 gp from the search fund and resolves the missing-person notice. The family disagreement can remain a voluntary later conversation.
Adjust. Easier: family representative is present. Longer: mediate how the heir can notify family without surrendering the apprenticeship.
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.
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.
41. Town Crier’s Correction
At a glance: levels Any | Social / evidence | 15–20 minutes | Creatures: 1 × Commoner.
A crier lowers a bell and points at a second proclamation. “These seals match. The dates do not.”
Setup. A 50-foot square has north and south streets and an east clerk’s window. One commoner crier speaks Common; both dated notices lie openly on the stand.
DM hex map: Town Crier's Correction
Trigger. The crier asks for confirmation before announcing the harbor remains open.
Run it. The newer date clearly supersedes the older closure. Showing both to the clerk takes 10 minutes and produces a signed correction without a roll. A rushed DC 12 Persuasion check secures immediate attention, while failure keeps the ordinary queue available. The update names the actual open south pier, making it useful now.
Resolution and reward. Posting the correction at the south gate earns 10 gp and prevents a known 1-hour detour for arriving travelers.
Adjust. Easier: clerk recognizes the mistake on sight. Longer: find one wagon that already turned toward the unnecessary detour.
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.
42. Neighborhood Mural Dispute
At a glance: levels Any | Social / creative task | 15–25 minutes | Creatures: 3 × Commoner.
Three artists point at overlapping chalk outlines. The posted theme reads “a place for everyone.”
Setup. A 60-foot square has south street and east lane. Three commoner artists stand along a 30-foot public wall; chalk, brushes, and three equal 10-foot sections are visible. No magic painting effect applies.
DM hex map: Neighborhood Mural Dispute
Trigger. They ask a neutral visitor to help divide the wall before judging starts.
Run it. Suggesting three equal sections, one combined scene, or a mutually accepted rotation resolves it without a check if all agree. A DC 12 Persuasion check helps one hesitant artist accept a concrete compromise; failure leaves a 10-minute discussion rather than a fight. Players can contribute a small panel as ordinary art.
Resolution and reward. Agreement earns 5 gp from the contest steward and public credit. The wall stays a useful neighborhood landmark rather than a mandatory adventure hook.
Adjust. Easier: artists already favor equal sections. Longer: incorporate a fourth design from a late entrant without erasing completed work.
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.
43. Museum Artifact Mix-up
At a glance: levels Any | Investigation / mediation | 20–25 minutes | Creatures: 2 × Commoner.
A curator points to an empty stand. A packing slip protrudes from the wastebasket below it.
Setup. A 40-foot museum office has a 10-foot ceiling, south public door, and east workshop. Two commoners, curator and restorer, speak Common. The ordinary brass instrument sits 20 feet east on a visible bench.
DM hex map: Museum Artifact Mix-up
Trigger. The curator requests help finding the item before filing a theft report.
Run it. Reading the slip identifies a signed restoration order and the correct workshop. Comparing its maker mark with the catalog resolves ownership without a roll. A rushed DC 12 Investigation check finds the slip immediately; a 5-minute search does so automatically. No one attacks over a failed check, and the instrument has no invented magical powers.
Resolution and reward. Correcting the record earns 20 gp and access to a regional map. Helping re-label the shipment prevents the same mistake later.
Adjust. Easier: the restorer walks in carrying the item. Longer: track down the clerk who filed the unsigned duplicate order.
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.
44. Rooftop Heist Aftermath
At a glance: levels 3–5 | Pursuit / recovery | 20–30 minutes | Creatures: 1 × Spy; 1 × Guard.
A figure balances on a low roof with a book under one arm. A guard below keeps repeating, “The ledger, not a life.”
Setup. A 60-foot alley has south street and east courtyard. One spy stands on a 10-foot roof 25 feet north; one guard waits beside the party. A sound east ladder and a visible soft awning below offer safer descent routes.
DM hex map: Rooftop Heist Aftermath
Trigger. The thief asks for a public promise of safe surrender before handing over the ledger.
Run it. Offering witness protection from immediate violence prompts surrender without a check. If chased, use actual movement and Cunning Action; the thief drops the book before attempting the east ladder. A fall from the roof deals normal 1d6 bludgeoning unless caught by a secured rope or the visible awning, an explicit original cushion. No automatic lethal rooftop leap is required.
Resolution and reward. Returning the ledger earns 30 gp from its named clerk. Safe surrender preserves the thief as a witness to the employer listed inside.
Adjust. Easier: thief already waits at the ladder. Longer: a second claimant disputes who should hold the ledger as evidence.
SRD reference: Spy
Medium humanoid (any race), any alignment
AC 12 | HP 27 (6d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
- Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses: passive Perception 16
- Languages: any two languages
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
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.
Rules sources
Creature references use the 2014-compatible SRD 5.1. See Credits & Licensing for source, license, and adaptation details.