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TABLE OF CONTENTS
SC-9: Dangerous Urn Delivery (Athletics) .............. 11
Random Encounters ........................................................ 2
SC-10: Gather the Herd (Animal Handling) ............ 11
Wilderness Combats .................................................... 2
SC-11: Escaped Wounded Game (Survival)............ 11
WC-1: Nighttime Spider Kidnapping ........................ 2
SC-12: Hidden Spirit Garden (Nature) .................... 12
WC-2: Family Shrine Protection ............................... 2
Tool Challenges .......................................................... 13
WC-3: Discrete Children Rescue .............................. 2
TC-1: Child’s Mask Repair (Disguise Kit)................. 13
WC-4: Rescued From a Candle’s Flame ................... 3
TC-2: Innocent Merchant (Glassblower) ................ 13
WC-5: Novice Clan Leader Rescue ........................... 3
TC-3: Campsite Cookoff (Cook’s Utensils) .............. 14
WC-6: Crabby River Toll Collector ............................ 3
TC-4: A Few Fake Jewels (Jeweler’s Tools)............. 14
WC-7: Lightning Storm Battleground ....................... 4
TC-5: Apprenctice Emergency (Alchemist) ............ 14
WC-8: Tornado Battleground................................... 4
TC-6: Ancestor’s Urn (Potter’s Tools) ..................... 15
WC-9: Oxygen Pipe Pocket Bombs .......................... 4
TC-7: Worked Half to Death (Herbalism Kit) .......... 15
WC-10: The Spider Puppeteer ................................. 4
TC-8: Warthog Wagon Race (Land Vehicles) ......... 15
WC-11: The Childrens’ Revenge............................... 4
TC-9: Torn Tapestry (Weaver’s Tools) .................... 16
WC-12: Beastmother’s Plight ................................... 5
TC-10: Novice Hunter (Leatherworker’s) ............... 16
Urban Combats ............................................................ 5
TC-11: Bridge Repair (Mason’s Tools) .................... 17
UC-1: Enraged Ancestors ......................................... 5
TC-12: Lost Shrine (Cartographer’s Tools) ............. 17
UC-2: Half-Baked Dinner Assassination ................... 5
Events ........................................................................ 18
UC-3: Starving Mushroom Crazed Beasts ................ 6
E-1: Wild Warthog Stampede ................................ 18
UC-4: Clan Security .................................................. 6
E-2: Toxic Oxygen Tunnel Trap............................... 18
UC-5: Swarming Plague Prevention ......................... 6
E-3: Beast Murdering Merchant ............................ 18
UC-6: Lost Caravan Treasure Recovery .................... 6
E-4: Dangerously Stupid Young Ones..................... 19
UC-7: Hunting Expedition ........................................ 7
E-5: Escape from Webs .......................................... 19
UC-8: Bestial Spirit Discovery ................................... 7
E-6: A Matter of Honor .......................................... 20
Skill Challenges ............................................................ 8
SC-1: Sick Juvenile Warthog (Medicine) .................. 8
SC-2: Sleeping Mother Beast (Stealth) ..................... 8
SC-3: Child Musician (Performance) ........................ 8
SC-4: Drinking Spirits (Constitution) ........................ 9
SC-5: Deadly Cave Collapse (Acrobatics).................. 9
SC-6: Eldath Shrine Cleansing (Religion) .................. 9
SC-7: Storm Charged Amulet (Arcana) ................... 10
RANDOM ENCOUNTERS WC-2: FAMILY SHRINE PROTECTION
Random encounters are divided into five types. Combat The party is approached by a desperate stranger while
encounters are those that almost always result in rolling venturing through the wilderness. The stranger is part of
initiative at some point and begin in a wilderness or a small clan friendly to the party, their homes attacked
urban setting. Skill challenges are encounters that focus by enemy warriors while their own are away for war.
primarily on checks related to a specific skill. Tool The clan managed to get their people out, but their last
challenges are encounters that focus primarily on checks few aged defenders too old to go with the rest of the
related a specific tool. Skill and tool challenges consist warriors are barely holding out defending their ancestral
primarily of two types. The first type has multiple shrine. The spirits that reside within provide both
checks, with success and rewards dependent on the wisdom and power to the clan, and so destroying them
number of successes. The second type has a single check is the attackers’ ultimate objective. The stranger begs
that is easy to pass at a basic level with rewards the party to help defend the shrine.
increasing for passing by five or ten. Events are When the party arrives there is only one elderly
encounters that that utilize a variety of checks and warrior that stands at the entrance of a small wooden
combat risks. Many encounters require improvisation structure with the enemies afore them, the bodies of a
and on-the-fly adjudicating by the DM so make sure to handful of other littering the ground. Some of the
read the full text of an encounter before beginning. enemies carry torches which they use to try and light the
building ablaze. The party must prevent any enemies
WILDERNESS COMBATS from entering the shrine or setting the shrine on fire,
saving the remaining defender if possible.
If the party successfully defends the shrine, the
WC-1: NIGHTTIME SPIDER KIDNAPPING clan members reward the party with a sack of gold or
The party’s sentry is ambushed while taking a long rest other valuable items. If the defender also survives, they
at night. A giant spider has built a burrow near the give the party a pouch of ground mushrooms that they
campsite, having picked out a popular clearing utilized had taken before the fight to steel themselves. The
by travelers in the past. Passing a hard Wisdom pouch contains 1d4+2 doses. When consumed, the
(Survival) check finds old signs of a struggle, blood or powder provides 15 temporary hit points for 1 hour. The
plants cut by sharp weapons and the like. A player that benefited player has advantage on all strength based
surveys the area discovers the camouflaged burrow by attack rolls until these hit points are removed by time or
passing a hard Intelligence (Investigation) or Wisdom damage.
(Perception) check.
At the darkest hour, the spider attempts to WC-3: DISCRETE CHILDREN RESCUE
grapple the current sentry. The sentry is surprised if
The party is traveling through the wilderness when they
they fail a contest between the spider’s Dexterity
come across a group of warriors from a tribe hostile to
(Stealth) check and their Wisdom (Perception) check. If
the party. The warriors guard a dozen chained children
the spider succeeds in both the surprise and grapple
to be slaves to the warriors’ tribe, having been captured
contests, the player is kidnapped without waking the
in recent raids. If the party tries a direct frontal assault,
rest of the party. They are restrained by thick webbing in
the warriors will threaten to kill the children or do so
the burrow and rendered unconscious by venom that
outright. If the party wants the children to survive, they
slowly ticks down their health, rate at DM’s discretion.
must use stealth and deception to catch the warriors
The next to wake finds the player missing. The spider will
unawares or somehow make the children safe and out
not attempt to consume the player until they have died,
of harm’s way before combat breaks out.
giving the party time to find and rescue them.
If the party successfully frees the children, they WC-5: NOVICE CLAN LEADER RESCUE
return to what remains of their families. They can
The party is travelling through the wilderness when an
provide no reward at this time, but the party will be
arrow lands at their feet, a message tied to its shaft. The
contacted later on by a representative of their tribe with
message beckons the party to come into the tall grass
a reward that increases for each child saved. The
off the path where an ally needs their help. In the grass
warriors also guard a small chest filled with looted
waits the survivor of a clan destroyed in the war, the
valuables that the party will be permitted to keep if they
clan’s leader promoted by the death of their family. The
defeat the warriors no matter the children’s’ fate.
survivor, barely a teenager, explains that they are still
being hunted as they carry with them a relic that holds
WC-4: RESCUED FROM A CANDLE’S FLAME the most revered and powerful spirits of their tribe. The
The party is travelling through the wilderness when they leader asks the party to escort them to a nearby clan
hear screams off the side of the path. A player that from the same tribe, the spirits telling them that they
approaches discovers warriors from a hostile tribe can be found a day’s journey off the path.
enjoying some bloody entertainment. The warriors have If the party agrees, they are attacked during the
erected a makeshift wood and earth arena with the last night while taking a long rest. The attacking party
two survivors of a clan held within, a female warrior and attempts to engage as much of the party while one of
her child. The child is tied over a pit filled with sharp them goes for the surviving clan leader and the relic they
spikes, the thick rope that holds them slowly fraying carry with them. If the party is successful in bringing the
from the heat of a single candle flame. The mother is leader to the other clan, the leader gives the party their
prevented from reaching their child by beasts that are blessing using the power of the spirits in the relic. The
gradually let into the arena while she franticly tries to next time the party fails a passive or active Wisdom
fight past them. (Perception) check to notice danger, the source of
The mother screams for help from the gods and danger is outlined in an easy to notice ghostly blue light.
the spirits of their tribe while managing to take down
beast after beast, but without the party’s intervention WC-6: CRABBY RIVER TOLL CO LLECTOR
she will assuredly fail and both will perish. To save them
The party is travelling through the wilderness when their
the party must defeat the warriors and the beasts within
path comes to a river cutting through the plains. The
and outside the arena. But they cannot wait too long as
river has a shallow crossing with a lone warrior blocking
the rope will snap and the mother will fall to beasts in a
the party’s path. The brash, dismissive warrior asks the
number of rounds at the DM’s discretion. It is likely one
party to pay a toll before being allowed to pass, specific
member will have to get past the warriors before the
amount at DM’s discretion. Unbeknownst to the party,
fight ends to assure the captives’ survival.
many of the large lichen-covered rocks nearby in the
If the party successfully saves the warrior
river are giant hermit crabs allied with the warrior. If the
mother they tell the party they know where treasure
party tries to cross without paying or initiates combat,
was buried by the clan before the attack. Keeping some
the crabs will come to the warrior’s aid.
for their own survival, the party is rewarded most of the
The crabs have the False Appearance special
valuables. If the child is also saved, they give the party a
ability rendering them indistinguishable from large rocks
necklace that belonged their grandparent who was the
while they remain motionless unless inspected up close.
clan’s leader before the attack. The necklace marks the
A player can determine which is a rock and which a crab
wearer as an ally of the clan making those they meet
by passing a hard Intelligence (Investigation) check. One
from the same tribe more likely to trust and respect the
of the rocks is an empty crab shell with a small chest
party in the future.
hidden underneath with the previously collected tolls.
WC-7: LIGHTNING STORM BATTLEGROUND WC-9: OXYGEN PIPE POCKET BOMBS
The party is travelling through the wilderness when a The party is travelling underground when they are
powerful storm comes over the horizon right when they ambushed by beasts and warriors from the pangolin
are attacked by beasts or clan warriors. The storm is tribe. The tribe has dug small pipe-sized tunnels
affected by the natural magic of the plains causing throughout the area allowing fresh air or pure oxygen to
lightning to strike more frequently. If the party enters be pumped through. This keeps the air breathable
into combat while in the storm, use a 20x20 sized underground and serves as a defensive measure.
battlemap for the encounter. At the start of each round, Choose any number of squares along the floor
or at the DM’s discretion, roll two d20s to determine or walls. If fire touches a square where oxygen is being
which square is struck by lightning, using one die for the expelled, the air around it ignites in a ball of fire. All
horizontal and the other for the vertical tile selection. creatures within 5 feet of the square must make a
A creature in the target square must make a moderate Dexterity saving throw taking 7 (2d6) fire
hard Dexterity saving throw. On a failed save, the damage on a failed save, and half as much on a success.
creature takes 11 (2d10) lightning damage, and half as
much damage on a success. All creatures within 15 feet WC-10: THE SPIDER PUPPETEER
of the target square must make a moderate Constitution
The party is travelling through the wilderness when they
saving throw. On a failed save, the creature is blinded
come upon a lone traveler wearing threadbare clothes
until the end of their next turn.
and thin with starvation. The traveler tells the party how
they have recently escape the nest of a monstrous
WC-8: TORNADO BATTLEGROUND
spider. They were among a dozen poor souls enslaved by
The party is travelling through the wilderness when a the beast to maintain their silver-webbed burrow and
powerful tornado is seen streaking towards them right the occasional snack.
when they are attacked by beasts or clan warriors. The The traveler begs the party to go to the burrow
plains region’s natural magic causes tornados to be and defeat the beast, freeing the others still trapped.
common, often a handful visible far in the distance in The stranger is earnest in their plea, a Wisdom (Insight)
different directions. The tornado covers a 15x15 feet check finding no deception, though a player that casts
square and enters the battlefield at the edge. At the detect magic senses an enchantment has been placed
start of each round, or at the DM’s discretion, roll a d8 over the individual. The spider has dominated the
to determine which direction the tornado. This is done person, removing their free will so they may act as bait.
by using the 8 squares around a center square, choosing If the party accepts, the traveler leads them to the
one as the direction for a 1 on the die then moving burrow where the spider lays in ambush.
around in a circle. If the roll results in a direction that
would move the tornado off the battlemap, use the WC-11: THE CHILDRENS’ REVEN GE
opposite or reroll.
The party is travelling through the wilderness when they
If the tornado moves over a space that contains
come to a kinder execution. The children have
a creature, the creature must make a Strength saving
surrounded a warrior that had captured the children to
throw. On a failed save, the powerful winds throw the
sell them into slavery as part of a raiding band. The
creature 15 feet and deal 6 (2d6) bludgeoning damage.
children managed to escape when the warrior was left
Roll a d8 to determine the direction. The creature lands
alone to watch the children while the rest of this party
prone. Movement within 15 feet of the tornado counts
went off raiding. The children, according to the custom
as moving through rough terrain, and ranged weapon
of their tribe, convened a court of sorts and are in the
attacks targeting a creature within 15 feet of the
tornado are made with disadvantage.
midst of sentencing the warrior to be executed when URBAN COMBATS
the party arrives.
The party may choose to intervene in the
execution, though the children may risk combat to see UC-1: ENRAGED ANCESTORS
their justice done. The warrior tells the party that their The party is visiting a clan’s village when they hear
band will soon return, and will reward the party with screams coming from the center of town. Someone has
wealth if they free them. If the party does not intervene, activated an evil artifact at the clan’s ancestral shrine,
the warrior’s companions return moments after they are enraging the spirits of their ancestors and causing them
executed. Seeing their companion fallen, they attack the to emerge and attack any nearby creatures.
party and attempt to recapture the children. If the The party must fight past an initial cluster of
children are saved, the party receives a reward from specters (MM 279) to get to the shrine where a ghost
their tribe in the future at DM’s discretion. (MM 147) blocks the way inside. A round into combat
with the ghost, additional specters begin to emerge
WC-12: BEASTMOTHER’S PLIGHT from the shrine, rate and number at the DM’s discretion.
The party must destroy the artifact during combat to
The party is travelling through the wilderness when they
stop the materialization of additional specters, artifact
hear the cries of a beast off the path. If the party
AC and hit points at DM’s discretion. Any remaining
investigates, they find a juvenile wild beast surrounded
enemies disappear after the artifact is destroyed.
by a pack of wild beasts toying with their meal, the
If the party successfully destroys the artifact, an
juvenile’s mother watching nearby nursing wounds. The
ancestral spirit presents themselves to apologize for
number and type of beasts at DM’s discretion, dire wolf
their behavior and to give thanks to the party. The spirit
suggested (MM 321).
rewards the party with a blessing to aid in a fight against
The party must defeat the attacking beasts
evil. The next time the party is up against an evil aligned
before they grow bored and begin their meal in earnest.
creature in a combat that is hard or deadly difficulty, the
The juvenile beast becomes increasingly aggressive,
party’s weapons glow with a spectral blue light for 1
attacking one of the beasts in earnest 1d4+2 rounds
minute. A glowing weapon makes attacks against an evil
after the party arrives. Once the juvenile attacks, they
aligned creature with advantage.
are in combat and will be targeted by the pack.
If the party successfully saves the juvenile
beast, the beast returns to their mother who slowly UC-2: HALF-BAKED DINNER ASSASSINATION
approaches the party showing no signs of hostility. If the The party is visiting a clan’s village when they are invited
party allows the mother to approach, the mother’s eyes to partake in a meal with the clan’s leader and their
glow with ghostly blue light from a bestial spirit residing family. Moving past guards at the entrance, the party
within. The spirit grants a minor blessing to the party joins the family in a tent made with elaborately woven
inspired by the type of beast. Suggested bear mother thick fabric walls enchanted to keep in heat.
and cub, the blessing granting the party +10 temporary As the first course is served, a warrior in the
hit points the next time the party rolls initiative for a enters the tent. The leader challenges them, first politely
combat where they are outnumbered. then ordering them out. Instead, the warrior draws their
weapon and attacks the leader. The tent is set aflame
from other assassins outside the tent and the party must
fight their way out while trying to save the leader and
their family. The heat increases each round as the
magically enhanced fire intensifies dealing 3 (1d6) fire
damage to creatures within 5 feet of the walls, the at DM’s discretion, single entity hard or deadly XP
damaging area moving inward at the DM’s discretion. difficulty suggested. The party must defeat the beast or
If the party successfully saves the leader and scare it away through whatever means they can. If
their family, they are rewarded with a sack of gold or successful, the clan and the merchant each reward the
other valuables and a blessing from the clan’s ancestral party with wealth at the DM’s discretion.
spirits. The blessing aids the party in perceiving deceit
and trickery in the future. The next time the party fails a UC-5: SWARMING PLAGUE PREVENTION
Wisdom (Insight) check to detect a lie from one that
The party is visiting a clan’s village when the leader
means to kill the party, a disembodied voice whispers a
greeting the party is suddenly thrust into a vision, their
warning into their ears.
eyes glowing with ghostly blue light as they crumple to
the ground in front of the party. Waking moments later,
UC-3: STARVING MUSHROOM CRAZED BEAS TS the clan leader tells the party of a warning vision sent to
The party is visiting a clan’s village when they hear them by the spirits of their clan. The vision told of a
sounds of screams nearby. At the edge of the village, a massive swarm of creatures coming towards the clan,
group of wild beasts have ran into and begun ransacking specific type of swarm at DM’s discretion. The leader
the surrounding area threatening clan members. The asks the clan to come with them immediately to meet
wild beasts, not usually brave enough to attack the clan, the swarm. They will cast a ritual that will turn the
have gone mad driven by hunger to eat mushrooms swarm aside, but will need the party to defend them
poisonous to the mind. until it completes.
The party must defend the clan members from If the party agrees, the leader brings the party a
the beasts who attack randomly regardless of proximity few minutes from the village’s borders where the swarm
or attacks, just as likely to go after innocents as warriors. can be seen quickly approaching. The leader needs a
If the party successfully scares away, pacifies, or defeats certain number of rounds to complete the ritual, specific
the beasts the clan rewards the party with wealth at the count at DM’s discretion, 5 suggested. At the start of
DM’s discretion. The reward is suggested to begun each round, more and more swarms will approach and
unusually large for a random encounter, decreasing for attack the party and the clan leader. The swarms do not
each civilian killed in the attack. focus the leader until the final two rounds, at which
point all present attempt to bring them down. The
UC-4: CLAN SECURITY leader has 14 AC and 25 hit points. The ritual counter
stops if the leader is brought to 0 hit points, but
The party is visiting a clan’s village when a scout returns.
continues from where it left off if they are healed. If
The scout tells the party how they encountered a vicious
successful, the spirits of the clan give the party a minor
beast in the wilderness nearby heading towards the
blessing allowing one of the player’s a single use of the
clan. Taking serious wounds after taking on the beast,
wall of force spell without components.
the scout escaped to their clan to seek assistance in
taking care of the beast before it risks the clan’s security.
To that end, they ask the party to kill or scare away the UC-6: LOST CARAVAN TREASURE RECOVERY
beast, offering to guide the party to the beast after The party is visiting a clan’s village when the sole
taking a moment to bind their wounds. survivor of a trade caravan arrives in the village from
If the party accepts, the scout leads the party land, tunnel, or river. The survivor tells a tale of how
towards where they encountered the beast. Sure they were attacked by a pack of wild beasts and forced
enough, the beast is still headed towards the clan and is to leave behind the valuables they were carrying with
less than an hour away. When the party finds the beast, them. The survivor asks the party if they will recover the
it is about to attack a travelling merchant. Specific beast goods, offering a portion of the treasure as a reward.
If the party accepts, they are given instructions force damage as their claws, hooves, or other means of
to find the abandoned caravan a few hours away from attack are surrounded with spectral energy.
the village. The beasts remain nearby, be it in caves, Once the beasts have been defeated, the party
underwater, or hidden in the tall grass. They attack the must hold the clay vessel at the base of the tree or stone
party when they approach the abandoned wagon or while chanting a verse provided by the clan leader for 10
boat floating aimlessly in the middle of a small lake. If minutes. On its completion, the ghostly blue light
the party successfully recovers the chest(s) of items, the leeches out of its vessel and into the clay jar. The jar
merchant gives the party wealth and a non-rechargeable becomes crisscrossed with pale blue light, the visage of
magic item at the DM’s discretion. the spirit’s living form displayed surrounded by intricate
patterns that denote the spirit’s strength. Upon
UC-7: HUNTING EXPEDITION returning the spirit to the clan, the leader demonstrates
the spirit’s power by using it to impart a minor blessing
The party is visiting a clan’s village that is running low on
on the party inspired by the beast whose spirit is within.
food. With most their warriors off to battle, none that
Suggested giant eagle spirit, the blessing giving one
remain can be spared to go hunting. A young clan
party member a one-time 30 ft. fly speed for 1 hour.
member volunteers, asking the party to assist them. If
the party agrees, the young hunter tracks down a herd
of wild beasts at DM’s discretion, a handful of giant elk
suggested (MM 324).
The beasts will attempt to flee if they can, the
party needing to crowd control as many as possible until
they can be brought down. Upon returning to the village
with the yield of the hunt they are rewarded a flat
amount for each beast felled, amount at DM’s
discretion.