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Contents
Introduction . . . . . . . . . . . . . . . . . . 2

Arctic . . . . . . . . . . . . . . . . . . . . . . . . . 2
Narrative Encounters . . . . . . . . . . . . . . . 2
Hostile Encounters. . . . . . . . . . . . . . . . . 3

Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Coast
Narrative Encounters . . . . . . . . . . . . . . . 4
Hostile Encounters. . . . . . . . . . . . . . . . . 5

Desert . . . . . . . . . . . . . . . . . . . . . . . . . .6
.6
Narrative Encounters . . . . . . . . . . . . . . . 6
Hostile Encounters. . . . . . . . . . . . . . . . . 7

Forest . . . . . . . . . . . . . . . . . . . . . . . . . 8
Narrative Encounters . . . . . . . . . . . . . . . 8
Hostile Encounters. . . . . . . . . . . . . . . . . 8

Grassland . . . . . . . . . . . . . . . . . . . . . . 10
Grassland
Narrative Encounters . . . . . . . . . . . . . . 10
Hostile Encounters. . . . . . . . . . . . . . . . 10

Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Hill
Narrative Encounters . . . . . . . . . . . . . . 12
Hostile Encounters. . . . . . . . . . . . . . . . 13

Jungle . . . . . . . . . . . . . . . . . . . . . . . . . 14
Jungle
Narrative Encounters . . . . . . . . . . . . . . 14
Hostile Encounters. . . . . . . . . . . . . . . . 15

Mountain . . . . . . . . . . . . . . . . . . . . . 16
Narrative Encounters . . . . . . . . . . . . . . 16
Hostile Encounters. . . . . . . . . . . . . . . . 17

Swamp . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Swamp
Narrative Encounters . . . . . . . . . . . . . . 18
Hostile Encounters. . . . . . . . . . . . . . . . 19

The Low .
Low . . . . . . . . . . . . . . . . . . . . . . . 20
Narrative Encounters . . . . . . . . . . . . . . 20
Hostile Encounters. . . . . . . . . . . . . . . . 21

Urban . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Urban
Narrative Encounters . . . . . . . . . . . . . . 22
Hostile Encounters. . . . . . . . . . . . . . . . 22

Credits
Lead Designers: Mohamed “Aggi” Bellafquih, Jesse
Jackdaw Burns, Max Wartelle
Lead Writer: João Araújo, Max Wartelle
Additional Writing: João Araújo, Tony Casper, Kevin
“Smood” McDonnel, Jethro Mellors, Duncan Watson
Proofing: Jessic Gombart
Layout: Kwanpo “Ari” Cheng
Cover: Jess Jackdaw Burns
Interior Illustrators: Mohammed “Aggi” Bellafquih,
Sam Jumisko

Contents 1
Narrative Encounters
Introduction
This supplement is intended for use with the Tracking The Survivalist
chapter and random encounters available in Helia- The party comes across a small figure leading a huge,
na's Guide to Monster Hunting. Refer to the Random overfilled sled pulled by a team of winter wolves. The
Encounter section on page 27 of that book for more umpteen layers of clothing the figure wears muffles
detailed explanations of this supplement. her voice and hides all notable visual features. This is
Narrative Encounters. Each environment's section Vivi (LG female ancient silver dragon disguised as a
presents two new narrative encounters. When you roll goblin), an inscrutable arctic wanderer. She sells non-
a d8 for an encounter from a random narrative table magical arctic survival items: coats, blankets, snow-
from the Heliana's Guide, you can roll a d10 instead. shoes, skis, shovels, tinderboxes, climber’s kits, rope,
On a roll of 9 or 10, use the first or second appropriate and more. She also has three potions of cold resistance
encounter presented, respectively. and three scrolls of greater restoration for sale.
Hostile Encounters. The encounters presented in Glacial Treasure
each section can be used in all tiers of play. When
A towering glacier is slowly cracking and melting
rolling for a random hostile encounter, you can choose
its way into the sea. This process has unveiled a
one of these encounters instead.
long-hidden horde of treasure completely frozen with-

Arctic
in the ice! With at least 8 hours of work using sharp
tools or weapons, the party can retrieve the treasure.
This section presents several arctic encounters to It contains gold and gems with a value in gold piec-
choose from in addition to those available in Heliana's es equal to 200 times the APL and as many vel-
Guide to Monster Hunting. lum-wrapped spell scrolls of 3rd-level or lower as the
party’s tier (GM’s choice or randomly determined).

2
Hostile Encounters Gaia’s Teeth: Arctic
The bandit group Gaia’s Teeth (see Recurring
The Most Dangerous Game Encounters, Heliana’s Guide page 28) roams frozen
While crossing a wide, glacial plain, the party hears wastes on the backs of their bestial mounts. They
the clear sound of a hunting horn echoing from some- demand a hefty gold tithe equal to 20 times the APL
where behind them, followed by aggressive, cheering in gold pieces.
voices. A vicious hunting band has sighted the party Combat Start. At the start of combat, one of the
and is charging across the plain, ready to kill them humanoids cracks a magical ice crystal to unleash a
and harvest their organs*. They’re still a ways off, but blast of freezing cold. Each party member within 20
catching up fast. In combat, the hunters are ruthless, feet of that humanoid must succeed on a VDC Con-
but they flee if half or more of their number are killed. stitution saving throw or gain 1 level of exhaustion.
Escape. Along the far side of the plain runs a rush- Composition. Polar bear cubs use the black bear
ing river that borders a forest, where the party could stat block and have the winter wolf’s Snow Camou-
lose the hunters. However, it’s far enough away that flage trait.
getting there in time is difficult and dangerous. The
party must choose whether to flee or to stand and APL Composition
fight. If they opt to flee, each adventurer must make a
1st 3 bandits, 1 polar bear cubσ
VDC Constitution (Athletics) check. If more than
half of the party fail the check, the hunters catch up to 2nd 3 bandits, 3 polar bear cubsσ
them, and the party starts the combat with 2 levels of 3rd 1 polar bear, 2 scouts
exhaustion from the challenging sprint. On a success, 4th 1 polar bear, 2 spies
they reach the forest and evade the hunters.
5th 2 berserkers, 2 winter wolves
APL Encounters 6th 1 sorcerer*, 3 winter wolves
1 1 blood hawk, 2 goblins, 1 wolf 7th 4 polar bears, 1 ranger*
2 3 blood hawks, 3 orcs 2 berserkers, 2 winter wolves, 1 young white
8th
dragon
3 2 dire wolves, 4 goblins
9th 3 sorcerers*, 3 winter wolves
4 5 goblins, 5 worgs
10th 2 polar bears, 2 rangers*, 2 winter wolves
5 3 berserkers, 4 dire wolves
11th 2 assassins, 1 young white dragon
6 6 orcs, 4 saber-toothed tigers
12th 3 mammoths, 3 rangers*
7 2 berserkers, 4 winter wolves
13th 2 assassins, 1 remorhaz
8 5 berserkers, 3 winter wolves
14th 2 assassins, 2 mammoths, 2 young white dragons
9 1 oni, 4 winter wolves
15th 3 assassins, 1 roc
10 4 dire wolves, 2 oni
16th 2 assassins, 1 remorhaz, 1 roc
11 2 mammoths, 2 oni
17th 3 assassins, 3 mammoths, 1 remorhaz
12 2 frost giants, 2 mammoths
18th 4 rangers*, 3 rocs
13 4 frost giants
19th 4 assassins, 2 remorhazes, 2 rocs
14 3 frost giants, 1 remorhaz
20th 3 assassins, 3 rangers*, 2 remorhazes, 2 rocs
15 5 frost giants
16 2 frost giants, 2 mammoths, 1 remorhaz *See Appendix C in Heliana’s Guide to Monster Hunting.
Opposite Page: Mohammed “Aggi” Bellafquih

17 3 frost giants, 3 remorhazes


18 4 frost giants, 3 remorhazes
19 4 frost giants, 4 remorhazes
20 5 frost giants, 4 remorhazes

* What? You think you’re the only ones that harvest sentient creatures
to make your magic items?

Bonus Encounters 3
Coast
This section presents several coast encounters to by the peculiar sight. A creature that fails the saving
choose from in addition to those available in Heliana's throw is still unnerved even if it later discovers it is a
Guide to Monster Hunting. natural phenomenon.
Environmental Hazard. A creature that walks
Narrative Encounters within 30 feet of the blood tide for at least 1 minute
must succeed on a VDC Constitution saving throw
Blood Tide or become paralysed for 24 hours by the aerosolized
An algal bloom has caused the sea to turn red as blood neurotoxins. A creature that touches the water makes
and sparkle with citrine phosphorescence. Have each this saving throw with disadvantage.
adventurer with proficiency in the Nature skill make
a DC 14 Intelligence (Nature) check. On a success, Fog Rolls In
they recall that this is a natural phenomenon which As a fog bank rolls in from the sea, visibility quickly
can be harmful to look at, and they gain inspiration. deteriorates and the entire area is heavily obscured.
Each creature that doesn’t know this information Tracking checks that are made without a means of by-
or that looks at the blood tide must make a VDC passing the fog (for example, by using magic) have their
Sam Jumisko

Wisdom saving throw or suffer the effects of the DCs increased by 10. The fog remains for the duration
bane spell until it finishes a long rest, as it is unnerved of one Tracking check or 2d4 hours (GMs choice).

4
Hostile Encounters Cult of the Fathomless
Atop a rocky, 100-foot-tall sea stack overlooking the
Gaia’s Teeth: Coast ocean, a band of hooded cultists devoted to the Fath-
The bandit group Gaia’s Teeth (see Recurring Encoun- omless exult and chant the name of their ocean deity,
ters, Heliana’s Guide page 28) has prepared an ambush guarded by impressive combatants. The tumultuous
near a narrow strip of beach. They happily accept a ocean below sends salty spray high into the air, where
gold tithe of at least 20 times the APL in gold pieces. it is whipped into a maelstrom by the wind and rain.
Sitting nearby are several captives (4 commoners
Hazard: Waves. Strong waves and a steep shoreline and 2 nobles), bound and gagged with iron weights
threaten to pull in those unaccustomed to the waves. chained to their ankles. The cultists are readying to
On initiative count 20 of each round (losing initiative throw the captives off the cliff as sacrifices.
ties), each creature that doesn’t have a swimming
speed and that is within 15 feet of the water’s edge At Higher Levels. At an APL of 11th level and
must succeed on a VDC Strength saving throw or be above, a creature with a passive Perception score
pulled 15 feet into the sea and knocked prone. equal to or higher than the VDC spots a large shadow
in the water below, and at least one of the captives
Composition. All the humanoids have a swimming has already been thrown in when combat starts. The
speed of 20 feet. Giant snapping turtles use the giant shadow is an aboleth that is 60 feet away from the
crocodile stat block. Giant sea spiders use the giant captive and intends to eat it as soon as possible!
spider stat block and have a swimming speed equal to
their climbing speed. Consequences. If all the nobles are saved, they
reward the party with gold pieces equal to 100 times
the APL. If any of the commoners are saved, they
APL Composition
speak favourably of the party, raising their reputation
1st 3 bandits, 2 giant lizards in nearby areas.
2nd 3 giant crabs, 3 scouts
3rd 2 giant lizards, 3 spies APL Composition
4th 3 giant sea spidersσ, 3 scouts 1st 2 acolytes, 3 cultists
5th 2 bandit captains, 1 druid, 2 manticores 2nd 4 acolytes, 4 cultists
6th 2 bandit captains, 1 druid, 3 manticores 3rd 3 acolytes, 1 cult fanatic
2 bandit captains, 1 druid, 1 giant snapping tur- 4th 3 acolytes, 1 cult fanatic, 3 cultists
7th
tleσ, 3 scouts 5th 2 cult fanatics, 3 cultists, 2 priests
2 bandit captains, 1 giant snapping turtle , 3σ
6th 3 cult fanatics, 1 gladiator
8th
manticores
7th 3 cult fanatics, 1 gladiator, 2 priests
9th 2 druids, 2 giant snapping turtlesσ, 2 manticores
8th 3 cult fanatics, 2 gladiators
10th 2 giant snapping turtlesσ, 1 manticore, 1 ranger*
9th 3 cult fanatics, 1 gladiator, 1 mage
11th 2 assassins, 2 giant snapping turtlesσ
10th 2 gladiators, 1 mage, 3 priests
12th 2 assassins, 2 manticores, 1 young blue dragon
11th 1 aboleth, 2 cult fanatics, 2 gladiators
13th 2 assassins, 1 ranger*, 1 young blue dragon
12th 1 aboleth, 2 gladiators, 2 mages
14th 2 assassins, 2 giant snapping turtlesσ, 2 rangers*
13th 1 aboleth, 4 mages
2 assassins, 3 giant snapping turtlesσ, 1 young
15th 14th 1 aboleth, 1 archmage, 2 mages
blue dragon
15th 1 aboleth, 2 mages, 1 storm giant
16th 2 assassins, 3 rangers*, 1 young blue dragon
16th 1 aboleth, 3 mages, 1 storm giant
17th 2 assassins, 1 dragon turtle, 2 young blue dragons
17th 1 aboleth, 3 mages, 2 storm giants
18th 1 dragon turtle, 4 rangers*, 2 young blue dragons
18th 1 aboleth, 3 mages, 3 storm giants
19th 4 assassins, 1 dragon turtle, 2 young blue dragons
19th 1 aboleth, 2 archmages, 2 storm giants
20th 2 dragon turtles, 5 rangers*, 2 young blue dragons
20th 1 aboleth, 3 archmages, 3 storm giants
*See Appendix C in Heliana’s Guide to Monster Hunting.

Bonus Encounters 5
Desert
This section presents several desert encounters to
choose from in addition to those available in Heliana's Vault of Illusions
Guide to Monster Hunting.
Buried in the desert sand are the remains of a once
grandiose castle. The only intact portion is a two-
Narrative Encounters roomed treasure vault, accessible through a sand-filled
staircase that leads to the cool interior. At the bottom
Druid’s Peace of the staircase is a single lever that can move left
Wandering through a salt flat filled with dense, petri- or right, as well as two portcullises. Behind the left
fied trees, the party member with the highest passive portcullis are piles of gold coins, and behind the right
Perception score observes a familiar arrangement of are stacks of circular wooden discs. Shifting the lever
roots; they’ve been travelling in circles! The sun or to either side opens the corresponding portcullis and
moon (depending on the time of day) appears to be triggers an adamantine door to shoot up behind the
stationary, as if time has paused. This is the result of opposite portcullis, permanently locking it. Teleport-
Ianhorn Wilddream’s (CN male firbolg druid) pro- ing into or otherwise accessing either of the rooms
tective enchantments around his grove, which confuse causes the same effect as if the lever had been turned
those that wander too close. toward that room.
If the party makes a concerted effort to turn around The treasure is, in fact, under the effect of the
and leave this part of the desert, they can do so freely, mirage arcane spell. The wooden discs are actually
adding 1 to the minimum number of Tracking checks gold coins, while the gold coins are wooden discs. A
required to reach their destination. A successful successful DC 15 Wisdom (Perception) check no-
VDC Wisdom (Survival) check indicates Druidic tices glyphs carved into the stone above each door. A
symbols that lead to Ianhorn’s grove. A creature that DC 12 Intelligence (Arcana) check identifies them
speaks Druidic has advantage on this check. If the as the runes associated with the school of illusion. The
party shows proper respect for nature, the soft-spoken treasure behind the right-hand door consists of gold
Ianhorn is welcoming. However, if they behave dis- pieces equal to 200 times the APL and a spell scroll
Sam Jumisko

respectfully, desert critters steal items from the party with a level equal to half the APL (maximum of 9th
(GM’s discretion) when they next take a long rest. level, GM’s choice).

6
Hostile Encounters Gaia’s Teeth: Desert
Wandering caravans and nomadic lifestyles are
Baron Bodrum’s Fearsome Factory common in the desert, which provides Gaia’s Teeth
A cluster of ramshackle tents belonging to a tribe of (see Recurring Encounters, Heliana’s Guide page
halfling desert nomads shows signs of recent attack. 28) ample pickings. The bandits are employing one
Summerspice (LG male halfling commoner), a of their preferred ambush strategies: they submerge
youngling who speaks Common, translates for the themselves partially in the sand, concealing their
elders who speak only Halfling, explaining that a forms with sand-coloured cloaks, before leaping out of
dozen of their number have been abducted and taken hiding to attack unsuspecting passersby—in this case,
to a nearby factory. The kidnapped nomads are being the party. The bandits will attempt to strike at the
forced to aid in the creation of weapons-grade con- party while they are caught off guard, surprising any
structs. The remaining nomads offer a reward to the party member with a passive Perception score lower
party (gold pieces equal to 50 times the APL) if they than the VDC, and only stand down if they are given
can free the captives. Summerspice, having previous- a tribute equal to 20 times the APL.
ly followed the abductors, can lead the party to the Hazard: Sand. When the bandits unleash their
factory. The factory foreman, Nora Tee (LE female ambush, they fling sand towards the party. Each party
half-elf), and the constructs fight to the death. The member must succeed on a VDC Constitution saving
other humanoids flee when reduced to one-third of throw or be blinded until the end of their next turn.
their hit points or fewer.
Consequences. Baron Bodrum Businesses Inc. de- APL Composition
nies any responsibility, claiming the factory foreman 1st 3 bandits, 1 dust mephit
was exploiting the facility to build her own private 2nd 1 bandit, 1 death dog, 1 scout
robot army. They publicly promise to tighten their
hiring protocols. 3rd 2 giant vultures, 2 scouts
4th 1 bandit captain, 2 death dogs
APL Composition 5th 2 druids, 2 giant scorpions
1st 2 flying swords, 3 guards** 6th 2 bandit captains, 2 lamias
2nd 1 animated armor, 2 flying swords, 2 guards** 7th 3 giant scorpions, 1 gladiator
3rd 1 animated armor, 2 flying swords, 4 guards** 8th 3 druids, 3 lamias
4th 1 animated armor, 2 guards, 1 knight** 9th 1 fire elemental, 2 gladiators
5th 3 animated armors, 3 knights** 10th 1 assassin, 1 young blue dragon
6th 3 flying swords, 4 knights** 11th 1 ranger*, 2 spirit nagas
7th 3 knights*, 1 magnetite armour* 12th 1 assassin, 3 gladiators, 1 young blue dragon
8th 2 animated armors, 3 knights**, 1 magnetite armour* 2 assassins, 2 fire elementals, 1 young blue
13th
9th 2 knights**, 2 magnetite armours* dragon
10th 1 chain devil, 1 knight, 1 mage** 14th 3 fire elementals, 3 giant scorpions, 3 rangers*
11th 1 chain devil, 2 knights, 2 mages** 15th 4 rangers*, 2 young blue dragons
12th 1 chain devil, 1 clay golem, 2 mages** 16th 2 assassins, 1 purple worm
13th 1 chain devil, 2 mages**, 1 stone golem 17th 3 assassins, 3 fire elementals, 1 purple worm
14th 2 chain devils, 1 clay golem, 2 mages** 18th 1 mummy lord, 4 rangers*, 2 young blue dragons
15th 2 chain devils, 2 mages**, 1 stone golem 19th 3 assassins, 2 mummy lords, 2 young blue dragons
16th 2 chain devils, 2 clay golems, 2 mages** 20th 2 purple worms, 4 rangers*, 3 young blue dragons
17th 3 assassins**, 2 clay golems, 1 iron golem *See Appendix C in Heliana’s Guide to Monster Hunting.
18th 2 assassins**, 1 iron golem, 2 stone golems
19th 3 assassins**, 3 clay golems, 1 iron golem
1 iron golem, 2 mages**, 2 magnetite armours*,
20th
4 stone golems

*See Appendix C in Heliana’s Guide to Monster Hunting.


**Indicates Nora Tee
Bonus Encounters 7
Forest
This section presents several forest encounters to
choose from in addition to those available in Heliana's disputes about the dwarves’ logging operations. The
Guide to Monster Hunting. dryads call the forest home and are distressed by the
devastation wrought upon it. Meanwhile, the dwarves
Narrative Encounters rely on wood to sustain their growing community.
The adventurers stumble upon the two parties in the
Pick an Apple, Any Apple midst of a heated argument that is clearly in danger of
devolving into violence.
The party is approached by an old woman carrying a
basket that contains as many apples as there are party Brokering an agreement between the two sides can
members. She’s the sadistic Granny Maggie (CE be achieved with a successful DC 25 Charisma (Per-
green hag), the eldest of the Greenwart sisters, and suasion) check. However, before this check is made,
she invites the party to play a game. She explains that the DC can be reduced by 5 for each successful VDC
all but one of the apples she’s carrying are poisoned, ability check made to alleviate the situation (to a min-
while the other functions as a powerful potion. Each imum of 10). For example, an Intelligence (Nature)
party member is given an apple and told that they can check could teach the dwarves to replant the trees
inspect only their own apple, making one VDC ability they cut, an Intelligence (Persuasion) check could
check using any skill or proficiency of their choice persuade the dryads to augment the growth of some
that makes sense. For example, a Wisdom (Percep- trees so fewer need to be felled to meet the dwarves’
tion) check may detect discolouration in a poisoned needs, or a Wisdom (Animal Handling) check might
apple, while an Intelligence (poisoner’s kit) check allow the party to relocate the animal population to
allows for thorough tests on the fruit. Granny Maggie avoid further damage. Once a skill or tool proficiency
forbids the use of spells or other magic. is used to make a check, it can’t be used again.
After each party member has performed their If an agreement is successfully brokered, the dryads
check, they can choose one apple to keep. In truth, all reward the party with 1d4 magical seeds. When
the apples given to the party are poisoned—Granny planted, each of these seeds immediately sprouts a
Maggie conceals the good apple within her robes. If bush containing 10 berries, as per the goodberry spell.
the party realises this and confronts her, she congrat-
ulates them on beating her game and hands over the Hostile Encounters
good apple. Granny Maggie is always very careful not
to lie outright, but a successful DC 18 Wisdom (In- The Fey Fray
sight) check made during the game reveals that she’s
Long ago, a war between fey and humanoids culmi-
hiding something.
nated in a treaty that ensured fey sovereignty over a
Mohammed “Aggi” Bellafquih

The good apple functions as a potion of clairvoy- large swath of the forest. The treaty remains to this
ance, while the bad apples contain torpor poison. day, and the fey are incredibly protective of their
home and aggressive towards intruders. The party un-
Cut and Dryad wittingly stumbles into fey territory and are attacked
A family of dryads and a group of dwarven lumber- by a defensive squad. No negotiations are attempted,
jacks have been embroiled in increasingly contentious but the fey very clearly don’t fight to kill.

8
Consequences. The fey don’t wish for more blood to Non-Combat Alternative. If Vishnak is present with
be spilled in their forest unnecessarily. If the party is his forces, he sadistically offers the party a chance to
defeated and they didn’t kill any fey, they are dragged leave without a fight. The party must make a tithe of
outside the territory and left alone. They wake up valuables equal to 300 times the APL in gold pieces,
1d4 hours later with 1 level of exhaustion, and the and each adventurer must secretly vote for a party
number of Tracking checks and successes required to member to be willingly injected with a potent, mag-
reach their destination each increase by 1. However, ical poison of Vishnak’s creation. The one with the
if the party showed lethal intent, each member is also most votes must then submit to this punishment and
cursed. A creature cursed in this way must make a must succeed on a VDC Constitution saving throw
VDC Wisdom saving throw each time it attempts each hour for the next 24 hours or be poisoned for 1
to enter someone’s home or territory without their hour. While poisoned in this way, a creature is blind-
express permission. On a failed save, they can’t enter ed and can’t speak. Creatures that are immune to the
the area under their own power for 24 hours. poisoned condition aren’t immune to this poison but
instead have advantage on the saving throw.
APL Composition Consequences. Under Vishnak’s orders, the crea-
1st 2 blink dogs, 1 sprite tures aim to deal non-lethal damage and capture the
2nd 1 awakened tree, 1 sprite party for Vishnak’s future entertainment. If the party
is defeated, they wake up 1d4 hours later imprisoned
3rd 1 awakened tree, 2 blink dogs, 1 sprite
in a thorny cage within the dragon’s lair.
4th 1 owlbear, 2 satyrs
Composition. Fey cobras use the spirit naga stat
5th 3 owlbears block but have the fey creature type.
6th 2 awakened trees, 1 unicorn
7th 4 awakened trees, 1 unicorn APL Composition
8th 1 owlbear, 2 unicorns 1st 2 giant wolf spiders, 3 poisonous snakes
9th 4 awakened trees, 3 owlbears 2nd 3 giant poisonous snakes, 1 giant spider
10th 3 owlbears, 2 unicorns 3 giant wolf spiders, 1 green dragon wyrmling,
3rd
11th 1 owlbear, 2 treants 1 poisonous snake
12th 1 owlbear, 2 treants, 1 unicorn 4th 1 giant scorpion, 1 green dragon wyrmling
13th 2 treants, 2 unicorns 2 giant scorpions, 1 giant spider, 1 green dragon
5th
wyrmling
14th 3 treants
6th 1 giant scorpion, 1 gorgon, 1 green dragon wyrmling
15th 3 owlbears, 3 treants
7th 2 giant scorpions, 1 gorgon
16th 4 treants
8th 3 giant scorpions, 1 wyvern
17th 4 treants, 3 unicorns
9th 1 wyvern, 1 young green dragon
18th 4 treants, 4 unicorns
10th 1 fey cobraσ, 1 young green dragon
19th 5 treants, 3 unicorns
11th 1 gorgon, 2 wyverns, 1 young green dragon
20th 6 treants, 4 unicorns
12th 2 gorgon, 2 wyverns, 1 young green dragon
13th 2 gorgon, 3 wyverns, 1 young green dragon
Toxic Behaviour 14th 1 adult green dragon, 2 gorgons
Wanting to cultivate a legion of venomous servants,
15th 1 adult green dragon, 1 fey cobraσ, 1 wyvern
the cunning and pernicious Vishnak (LE male green
dragon) has subjugated a variety of local creatures to 16th 1 adult green dragon, 1 fey cobraσ, 2 wyverns
do his bidding. Together, these creatures rule over a 1 adult green dragon, 1 fey cobraσ, 1 adult green
17th
large stretch of the woods, taking sadistic pleasure in dragon, 5 wyverns
attacking travellers and watching them slowly succumb 18th 1 adult green dragon, 2 fey cobrasσ, 5 wyverns
to their toxins. As soon as the party is detected, the
19th 1 ancient green dragon, 2 wyverns
draconic forces descend upon them swiftly and savage-
ly, making combat inevitable. Creatures with a passive 20th 1 ancient green dragon, 1 fey cobraσ, 4 wyverns
Perception score lower than the VDC are surprised.

Bonus Encounters 9
Grassland
This section presents several grassland encounters to
choose from in addition to those available in Heliana's
is Lyona (LN female halfling ranger (see Heliana’s
Guide to Monster Hunting.
Guide page 592)), weary and wounded. She calls for
help when she identifies the party as fellow human-
Narrative Encounters oids. If the party chooses to interact with her, she
recounts a skirmish she had with a band of goblinoids
Training Montage earlier that day. She couldn’t defeat them all, and
The party spots a young hedge knight awkwardly rid- they managed to steal her backpack before retreating,
ing his horse across the grasslands, struggling to hold leaving her injured and without supplies. She requests
up a lance. This knight is the jittery Sir Wren Duhr to spend the night resting with the party. If they
(LG male half-elf knight), who nervously asks for the accept, while setting up camp, Lyona is visibly hungry
party’s assistance if they approach. He’s competing in but too proud to ask for food.
a joust soon against his rival, Sir Perior, for the honour
Consequences. If the party provides Lyona with
and love of the one he admires, and could do with
food and drink, and they tend to her wounds (through
a lot more practice. He’s hoping some experienced
the Medicine skill, spellcasting, a potion of healing, or
adventurers can give him a few pointers.
other means), she offers to guide them through the
The party can take some time to help train Sir hills, conferring advantage on their next Tracking
Wren. In order to do so, they can perform any num- check. Furthermore, if the party’s next encounter is
ber of VDC ability checks, but each check must hostile that day, Lyona joins them in combat.
be different. They can use whichever abilities and
proficiencies they wish, as long as they make sense for Hostile Encounters
the task. For example, a successful Wisdom (Animal
Handling) check can teach Sir Wren how to handle The Crimson Carnival
his mount, or a successful Strength check using pro-
A retinue of brightly coloured caravans and cheerful
ficiency with lances can help him master his weapon.
faces crosses the party’s path. The Crimson Carni-
Sir Wren will even accept some tips for impressing his
val, a travelling circus, conceals malevolent fiends
beloved or intimidating his foe.
who tempt mortals into hellish deals. The carnival’s
If at least three checks are successful, Sir Wren eccentric ringmaster, Az (CE rakshasa disguised as a
emerges victorious from his joust the next day. He male human), invites the party to travel with them and
sends the party a letter thanking them and promising offers warm food and safety, intending to later strike a
Mohammed “Aggi” Bellafquih

a reward of a potion of growth, as well as the lance he deal with them. A successful VDC Wisdom (Insight)
used in the joust, the next time they visit. or Intelligence (Investigation) check allows a crea-
ture to peer through the fiends’ disguises. If the party
A Helpful Shortcut refuses to travel with the carnival or refuses Az’s deal,
Lying in the road are the corpses of several bugbears. the fiends attack. Az uses the plane shift spell to flee if
Tucked into a small dell covered by thorny shrubbery reduced to half his hit points or fewer.

10
Non-Combat Alternatives. Once Az knows of the Rural Vacation
party’s objective, he offers valuable information. The A family of aristocratic vampires has recently decided
party can choose to either learn an optimal route to to take a break from the luxury of their manor and go
their destination and automatically succeed on their on a rural vacation, sampling delights plucked direct-
next Tracking check or receive some details about ly from the fertile grasslands. A retinue of vampire
their target. A successful VDC Charisma (Per- spawn and other undead servants scout the region for
suasion) check can convince Az to reveal both. In delicious prey to bring to their masters. The party is
exchange, as he is now invested in their enterprise, he confronted by these creatures, potentially in the com-
wishes only to establish a telepathic connection with pany of one or more of the voracious vampire nobles.
them so that he can check in on their exploits and
offer occasional suggestions. In truth, this link allows Non-Combat Alternatives. If any vampires or
Az to see and hear through an adventurer’s senses at vampire spawn are present, they are amenable to
will, without their knowledge. negotiation. In order to spare both sides the trouble
of a messy fight, they agree to let the party go if they
Consequences. If the adventurers accept Az’s deal, submit themselves to be fed upon first. Each party
then, when they are in dire need, Az contacts them member must allow themselves to be bitten once by
to promise them life-saving power. The price? Their each vampire present. If any of these Bites would
eternal soul when they eventually perish. This power reduce a creature to 0 hit points, it reduces them to 1
can take any form the GM sees fit, such as healing, an hit point instead.
ability score increase, or the ability to cast a powerful
spell once per day. Consequences. The aristocrats possess the foresight
to keep party members as chattel and fight to inca-
APL Composition pacitate, not kill. If the party is defeated, the vampires
capture them and bring them to their retreat. There,
1st 1 cultist, 1 imp
party members are kept separately from each other in
2nd 1 bearded devil a larder and frequently fed upon. Each character’s hit
3rd 1 bearded devil, 1 imp point maximum is reduced by half while in captivity.
4th 1 barbed devil
APL Composition
5th 2 bearded devils, 4 imps
1st 1 ghoul, 1 skeleton
6th 2 barbed devils
2nd 1 ghoul, 2 skeletons, 1 zombie
7th 1 bearded devil, 1 chain devil
3rd 1 ghast, 1 skeleton, 2 zombies
8th 1 barbed devil, 1 chain devil
4th 1 ghast, 2 ghouls
9th 2 barbed devils, 2 bearded devils
5th 2 ghouls, 1 vampire spawn
10th 2 barbed devils, 3 bearded devils
6th 2 vampire spawn
11th 3 barbed devils, 1 bone devil
7th 1 ghoul, 1 vampire spawn, 2 wights
12th 1 bone devil, 2 chain devils
8th 1 ghoul, 1 vampire spawn, 3 wights
13th 1 erinyes, 1 rakshasa
9th 2 ghasts, 2 ghouls, 2 vampire spawn
14th 2 chain devils, 1 erinyes
10th 1 flesh golem, 1 vampire spawn, 3 wights
15th 2 bone devils, 1 horned devil
11th 1 flesh golem, 2 vampire spawn, 4 wights
16th 2 bone devils, 1 rakshasa
12th 2 flesh golems, 2 vampire spawn, 4 wights
17th 1 erinyes, 2 ice devils
13th 1 ghast, 1 ghoul, 1 vampire, 2 vampire spawn
18th 3 erinyes, 1 rakshasa
14th 3 flesh golems, 4 vampire spawn
19th 2 erinyes, 1 ice devil, 1 rakshasa
15th 2 flesh golems, 1 vampire, 2 vampire spawn
20th 1 ice devil, 1 pit fiend, 1 rakshasa
16th 2 ghouls, 2 vampires
17th 1 flesh golem, 3 vampires
18th 2 flesh golems, 3 vampires
19th 2 flesh golems, 2 vampires, 4 vampire spawn
20th 2 flesh golems, 4 vampires

Bonus Encounters 11
Hill
This section presents several hill encoun-
ters to choose from in addition to those available in
Heliana's Guide to Monster Hunting.

Narrative Encounters
promising large sums of gold if they win.
Mudslide Anne carries gold pieces equal to 100 times the
As the party travels, the weather grows increasingly APL and will match any amount a participant bets, up
overcast until the clouds rupture into a drenching to that maximum.
thunderstorm. The ground quickly becomes muddy
and slick, presenting difficult terrain to those that trav- The game is a best-of-five, winner-takes-all series
erse it. With a sudden rumble, a cascade of mud falls of contested Wisdom (Animal Handling) checks to
from an adjacent hill. Each character must succeed on control a menagerie of beasts Anne has in cages. GMs
a VDC Dexterity saving throw or be buried by the should allow creative solutions, giving advantage or
mud. A buried creature is restrained and unable to allowing alternative checks if the players devise clever
breathe. It or another creature within 5 feet of it can methods. One of the beasts is her pet blink squirrel,
use an action to make a VDC Strength check, freeing Goo, who always obeys Anne, meaning she always
the restrained creature on a success. wins that contest.
Mohammed “Aggi” Bellafquih

If nobody accepts her challenge, Anne becomes more


A Tamer’s Gamble aggressive, charming mounts out from under people
Anne d’Larr (CN female halfling tamer) is an out- and trying to pick pockets in the chaos. She’s a coward,
wardly cheerful yet inwardly desperate conwoman. though, and will give up or flee if violence seems likely.
Lounging beneath a comfortable roadside tent, she Anne has a Vmod bonus to Wisdom (Animal Handling)
tries to convince passersby to “out-tame the tamer,” and Dexterity (Sleight of Hand) checks.

12
Hostile Encounters The Earth Lords
Giant cultists that worship Elemental Earth are
The Shadow Wind attempting to obscure the sky by merging the Plane
The swiftest, most direct path through a wide net- of Earth with the Material Plane. They’ve begun a
work of steep canyons and cliffs is a deeply-shaded, ritual in a valley, summoning elementals and causing
dimly-lit ravine known as “the Howling Gorge.” rockslides as their magic shakes the ground. As the
A successful DC 14 Intelligence (History) check party stumbles across them, they are preparing the fi-
recalls that winds here can come alive and carry trav- nal sacrifices to open the portal: several human nobles
ellers off, adding their voices to the agonised howls. and commoners suffocating in sealed jars of dirt.
As the party reaches the gorge’s centre, a moan rises At Higher Levels. If running this encounter at 17th
on the wind, and the adventurers are quickly beset by level or higher, the area is permanently under the
hundreds of wind spirits—roughly humanoid figures effects of the earthquake spell (save DC equals VDC),
of dark, whirling clouds collected into swarms that which takes effect on initiative count 20 of each round
take various elemental and undead forms. The spirits (losing initiative ties).
cannot leave the gorge and are repelled by areas of
bright light. Exposed flames are blown out at initiative Treasure. The ritual unearthed 3d4 rare gemstones,
count 0 of each round. each with a value in gold pieces equal to 30 times the
APL. One of the sacrifices is a noble from a nearby city,
Consequences. If a creature is reduced to 0 hit who promises to laud the party as heroes and boost their
points by the wind spirits, it doesn’t fall unconscious reputation if they are saved from suffocation.
or make death saving throws and is afflicted by the
wind’s curse for 24 hours. Until the curse ends or is Composition. Earthwyrms use the giant centipede
removed, the creature is affected by the gaseous form statistics but have the elemental type.
spell and can’t become physical.
APL Composition
APL Composition 1st 1 ogre
1st 1 dust mephit, 1 steam mephit 2nd 1 earthwyrmσ, 1 ogre
2nd 2 dust mephits, 2 steam mephits 3rd 4 earthwyrmsσ, 1 ogre
3rd 3 dust mephits, 2 specters 4th 4 magma mephits, 1 ogre
4th 1 air elemental 5th 4 magma mephits, 3 ogres
5th 1 air elemental, 2 specters 6th 1 earth elemental, 3 ogres
6th 2 specters, 4 steam mephits, 1 wraith 7th 2 hill giants, 3 magma mephits
7th 2 air elementals, 2 specters 8th 2 bulettes, 3 ogres
8th 2 invisible stalkers, 2 specters 9th 2 earth elementals, 4 ogres
9th 1 specter, 3 wraiths 10th 1 bulette, 3 hill giants
10th 1 air elemental, 2 invisible stalkers 11th 2 earth elementals, 4 hill giants
11th 2 air elementals, 3 invisible stalkers 12th 2 bulettes, 3 stone giants
12th 3 invisible stalkers, 3 wraiths 13th 3 stone giants, 1 stone golem
13th 4 air elementals, 1 djinni, 1 specter 14th 2 stone giants, 2 stone golems
14th 1 djinni, 3 invisible stalkers, 1 wraith 15th 4 earth elementals, 3 stone giants
15th 7 invisible stalkers 16th 4 stone giants, 2 stone golems
16th 2 air elementals, 4 invisible stalkers, 2 wraiths 17th 4 bulettes, 3 stone giants, 2 stone golems
17th 2 air elementals, 2 djinn, 4 invisible stalkers 18th 2 earth elementals, 4 stone giants, 3 stone golems
18th 2 djinn, 6 invisible stalkers 19th 5 stone giants, 4 stone golems
19th 2 air elementals, 2 djinn, 6 invisible stalkers 20th 6 stone giants, 5 stone golems
20th 4 djinn, 6 invisible stalkers

Bonus Encounters 13
Rules Reminder: Climbing & Swimming
Jungle While climbing or swimming, each foot of move-
ment costs 1 extra foot (2 extra feet in difficult
This section presents several jungle encounters to
choose from in addition to those available in Heliana's terrain), unless a creature has a climbing or swim-
Guide to Monster Hunting. ming speed. At the GM's option, climbing a slip-
pery vertical surface or one with few handholds
Narrative Encounters requires a successful Strength (Athletics) check.

Scramble to the Top Generous Treebute


The eccentric Jim Hammond (CN male halfling While trekking through the jungle, the party en-
noble), a member of the League of Exploratory Gen- counters the gentle Palmshade (NG treant), who
tlefolk, seeks the assistance of passing adventurers in beseeches them for help. To support the jungle crea-
the retrieval of a clutch of dinosaur eggs. He leads any tures, Palmshade asks the party to offer up all of their
who accept his request to the base of a sheer, 60-foot- rations, saying it can offer nothing but gratitude in
high cliff, at the top of which rests an abandoned return. A successful DC 15 Wisdom (Insight) check
dinosaur nest containing three large eggs. If a creature reveals this to be a lie, and a result of 18 or higher
doesn’t have a climbing speed, it must succeed on a suggests that the treant is testing the party.
VDC Strength (Athletics) check at the end of each
Palmshade gratefully accepts any rations the party
of its turns that it is climbing the cliff or fall. A flock
provides but always kindly insists they spare some
of hungry vultures harries any who attempt the climb,
more. If at any point the party offers more than half
imposing disadvantage on the Strength checks until
their current rations, Palmshade smiles, refuses any
a creature uses an action to make a DC 13 Wisdom
amount over half, and grants them a boon from the
(Animal Handling) or Charisma (Intimidation)
wilderness. One character of the party’s choice gains
check, scaring them off on a success.
the ability to cast the speak with animals and speak
If a creature falls off the cliff while holding an egg, it with plants spells. Once they cast either spell in this
must succeed on a DC 15 Dexterity saving throw or way, they can’t cast that spell in this way again until
the egg breaks when the creature lands. Jim gives the they finish a long rest. This boon lasts for 10 days or
party one potion of healing (normal for a tier 1 party, until they leave the jungle, whichever comes first. If
Sam Jumisko

greater for tier 2, superior for tier 3, and supreme for the creature that gains this benefit is 11th level or high-
tier 4) for each intact egg they manage to retrieve. er, this boon never fades, even after leaving the jungle.

14
Hostile Encounters Serpentine Stalkers
Deep in the bowels of the jungle, a syndicate of sin-
Cold-Blooded Killers ister serpentine creatures have joined forces to assert
A local tribe of lizardfolk raises ferocious reptilian crea- dominion over large swathes of the land. Groups of
tures to use in raids against nearby settlements. The assorted snakes now stalk the boundaries of their
party crosses paths with a raiding band fresh off their territory, assaulting those not associated with the syn-
latest plunder, whose leader demands the party surren- dicate. The party is followed by such a group, which
der all gold and other valuables on them in exchange they can detect with a successful VDC Wisdom
for passage through the jungle unharmed by lizardfolk. (Perception) check. If they fail the check, they are
If the party refuses, the lizardfolk attack. Lizardfolk surprised when the snakes attack. If one or more of
try to run away when reduced to one third of their hit the serpents’ masters—medusas and spirit nagas—
points or fewer, siccing their beasts, who fight to the are present as well, they may offer the party a chance
death, on the party in order to cover their escape. to avoid combat by agreeing to serve them dutifully
for days, perhaps performing menial tasks or clearing
Consequences. If the party is defeated, the lizardfolk an old tomb of undead.
strip them of all valuables, bind their limbs, and carry
them to their camp to be eaten later. Consequences. If the party falls in combat or agrees
to servitude, they are taken to the lair of the medusas
Composition. Lizardfolk raiders and scaleflayers use and nagas, where they are released after 2d4 days of
the bandit captain and gladiator statistics, respec- hard labour, with 2 levels of exhaustion.
tively, and have the lizardfolk’s Hold Breath trait.
APL Composition
APL Composition
1st 2 giant poisonous snakes, 3 poisonous snakes
1st 2 giant lizards, 1 lizardfolk
2nd 1 flying snake, 1 swarm of poisonous snakes
2nd 3 giant lizards, 2 lizardfolk
3rd 2 giant constrictor snakes
3rd 1 basilisk, 1 lizardfolk
4th 6 constrictor snakes, 1 swarm of poisonous snakes
4th 1 basilisk, 2 lizardfolk
5th 1 medusa, 1 swarm of poisonous snakes
5th 1 crocodile, 1 lizardfolk raiderσ, 1 triceratops
1 constrictor snake, 1 giant constrictor snake,
6th 2 lizardfolk raidersσ, 1 triceratops 6th
1 medusa
7th 1 basilisk, 2 lizardfolk raidersσ, 1 triceratops 7th 2 medusas
8th 2 crocodiles, 1 lizardfolk raider , 2 triceratops
σ
8th 4 giant constrictor snakes, 1 medusa
9th 1 basilisk, 2 lizardfolk raiders , 2 triceratops
σ
9th 1 spirit naga, 2 swarms of poisonous snakes
10th 4 lizardfolk raiders*, 1 tyrannosaurus rex 10th 2 medusas, 2 swarms of poisonous snakes
2 lizardfolk raiders , 1 triceratops, 2 tyrannosaur-
σ
11th 1 medusa, 2 spirit nagas
11th
us rex
12th 2 medusas, 2 spirit nagas
12th 5 lizardfolk raidersσ, 2 tyrannosaurus rex
13th 1 medusa, 3 spirit nagas
1 basilisk, 3 lizardfolk scaleflayersσ, 2 tyrannosaur-
13th 14th 2 medusas, 3 spirit nagas
us rex
2 medusas, 2 spirit nagas, 3 swarms of poisonous
3 lizardfolk raidersσ, 2 triceratops, 2 tyrannosaur- 15th
14th snakes
us rex
4 giant constrictor snakes, 1 medusa, 3 spirit
2 basilisks, 3 lizardfolk scaleflayersσ, 2 tyranno- 16th
15th nagas
saurus rex
17th 4 medusas, 4 spirit nagas
16th 5 lizardfolk scaleflayersσ, 2 tyrannosaurus rex
18th 5 medusas, 4 spirit nagas
17th 7 lizardfolk scaleflayersσ, 3 tyrannosaurus rex
19th 5 medusas, 5 spirit nagas
3 basilisks, 5 lizardfolk scaleflayersσ, 3 tyranno-
18th 20th 7 medusas, 4 spirit nagas
saurus rex
4 lizardfolk scaleflayersσ, 4 triceratops, 3 tyranno-
19th
saurus rex
3 lizardfolk scaleflayersσ, 3 triceratops, 5 tyranno-
20th
saurus rex

Bonus Encounters 15
Mountain
This section presents several mountain encounters to
choose from in addition to those available in Heliana's
If the beacon is repaired, Calenhad gives the party
Guide to Monster Hunting.
a note of debt worth gold pieces equal to 100 times
the APL. The party can redeem this for gold from an
Narrative Encounters official of either kingdom.

Light the Beacons One Does Not Simply Walk


The anxious Calenhad (NG male human scout) finds Loud screeches of pain echo from a large cavern
the party high up on the mountains and begs for their below the party’s path. An injured roc appears to have
help. Two kingdoms on opposite sides of the mountain broken a wing and is unable to fly. The roc is wary
pass communicate using a system of mirror beacons of strangers; a creature attempting to approach the
placed along the peaks. However, a recent rockslide roc must make a VDC Wisdom (Animal Handling)
damaged the beacon Calenhad watches over, and now check. On a failure, the roc furiously flaps its one good
he can’t relay one kingdom’s pleas for aid. wing, buffeting the creature with strong winds, and
the creature must then make a VDC Strength saving
To repair the beacon, the supporting structure needs
throw. On a failure, the creature is thrown 30 feet
to be rebuilt, and the mirror needs to be mounted atop
back into a rock and takes Vdam bludgeoning dam-
it. The party can devise their own strategy to meet
age. On a success, it is pushed back 15 feet and takes
the two challenges; the players and GM should work
no damage.
together to choose abilities and proficiencies that make
sense for the two VDC ability checks required. For If a creature successfully earns the trust of the roc
example, the toppled structure could be erected again and reaches it, it can attempt a VDC Wisdom (Med-
Mohammed “Aggi” Bellafquih

with a successful Strength (Athletics) check or a new icine) check to treat its wounds. This check is made
one built with a successful Intelligence or Dexter- with advantage if 20 hit points are restored to the roc
ity (carpenter’s tools) check. The mirror could be with magical healing. On a success, the roc regains
repaired with a successful Dexterity (glassblower’s its ability to fly after 1 hour and wordlessly offers the
tools) check, or nearby crystals can be found to re- party a ride. If the party accepts, they have advan-
place it with a successful Intelligence (Nature) check. tage on their next Tracking check.

16
Hostile Encounters Gaia’s Teeth: Mountains
In the mountains, the bandit group Gaia’s Teeth
Unbearable Madness (see Recurring Encounters, Heliana’s Guide page 28)
The mountains were once home to a peaceful and recruit giants from the various tribes. Deserters from
benevolent clan of bear warriors and werebears. ongoing inter-clan conflicts, petty criminals looking
Tricked into a deal with a pack of cunning ice dev- for more lucrative jobs, and warriors whose violence
ils for the future of their tribe, these lycanthropes is too wild for giant society all number amongst the
find themselves in dire straits. As part of the deal, in bandits’ ranks. They gladly let the party pass if offered
addition to forfeiting their souls, they find themselves a gold tithe worth a minimum of 20 times the APL in
afflicted with an insatiable bloodlust, attacking the gold pieces, and flee if half their number are killed.
party on sight. The devils hope that their attacks will Environmental Hazard: Wind. Primal magic
put passersby in such desperate situations that they causes howling winds to buffet the party. On initiative
will have no choice but to strike infernal deals. count 20 of each round (losing initiative ties), each
Consequences. If there were no devils present during creature not allied with Gaia’s Teeth must succeed on
the fight, they intervene just as the party is about to be a VDC Strength saving throw or be knocked prone.
defeated, posing as their saviours and offering to stop
the attackers—in exchange for a life debt, of course. If APL Composition
the party is so strong that the devils are forced to par- 1st 3 bandits, 2 swarms of bats
ticipate in the fight, however, they attempt to kill the 2nd 2 bandits, 3 giant goats
party to prevent any disruption to their plans.
3rd 2 giant goats, 2 scouts, 3 swarms of bats
Composition. Giant bears use the tyrannosaurus
4th 3 harpies, 3 scouts
rex stat block, with a Claw attack that deals slashing
damage instead of the Tail attack. They can make both 5th 2 basilisks, 3 druids
attacks against the same target when using Multiattack. 6th 3 bandit captains, 1 ettin, 2 saber-toothed tigers
7th 2 basilisks, 2 ettins, 1 veteran
APL Composition
8th 1 maestro*, 3 saber-toothed tigers, 2 veterans
1st 1 black bear, 1 brown bear
9th 4 basilisks, 1 ranger*
2nd 3 black bears, 1 brown bear
10th 1 maestro*, 1 ranger*, 1 wyvern
3rd 1 berserker, 3 black bears
11th 1 assassin, 1 bard, 2 stone giants
4th 1 berserker, 2 brown bears
12th 1 assassin, 1 bard, 3 stone giants
5th 2 berserkers, 2 owlbears
13th 1 assassin, 2 cloud giants, 1 ranger
6th 2 berserkers, 1 werebear
14th 2 assassins, 2 fire giants
7th 2 berserkers, 1 owlbear, 1 werebear
15th 2 assassins, 2 cloud giants, 1 wyvern
8th 1 giant bearσ, 1 werebear
16th 2 assassins, 2 fire giants, 2 wyverns
9th 2 berserkers, 1 giant bearσ
17th 3 assassins, 1 roc, 3 stone giants
10th 3 werebears
18th 2 assassins, 1 roc, 3 stone giants, 3 wyverns
11th 2 giant bearsσ, 1 werebear
19th 3 cloud giants, 5 rangers, 1 roc
12th 4 owlbears, 4 werebears
20th 4 assassins, 4 fire giants, 1 roc
13th 3 giant bearsσ, 1 owlbear, 1 werebear
14th 4 giant bearsσ *See Appendix C in Heliana’s Guide to Monster Hunting.

15th 3 giant bearsσ, 3 werebears


16th 5 giant bearsσ
17th 2 giant bearsσ, 2 ice devils
18th 3 giant bearsσ, 2 ice devils
19th 1 giant bearσ, 3 ice devils
20th 3 giant bearsσ, 3 ice devils

Bonus Encounters 17
Swamp
This section presents several swamp encounters to
choose from in addition to those available in Heliana's
Guide to Monster Hunting.
Wild Night
Narrative Encounters Dame Snu Tie (LN female elf noble), flippant and
arrogant, had a little too much to drink the night
The Zoologist before. She has a killer hangover, is ill-equipped for
A zoologist (LG noble, perhaps Dr. Doolots, the the environment, and doesn’t know how she ended
friendly, animated female dragonborn from Heliana’s up here, though she suspects a teleportation spell went
Guide page 348) has set up camp in the swamp. The wrong. She will pay the party a number of gold pieces
zoologist can provide a safe place to rest and give equal to 20 times the APL to escort her to the nearest
Sam Jumisko

guidance about the surrounding area, conferring ad- town, though she quickly begins ordering them about
vantage on the next Tracking check the party makes. and making a nuisance of herself.

18
Hostile Encounters Gaia’s Teeth: Swamp
The bandits of Gaia’s Teeth (see Recurring Encoun-
Hanging Tree ters, Heliana’s Guide page 28) inhabiting the swamps
On top of a dry hill near the crumbling remains of an have little use for gold, seldom returning to civilization
old stilt village stands a dark, gnarled tree surrounded to spend it. The bandits ambush the party, surprising
by bones. In the days of yore, criminals and enemies those with a passive Perception score lower than the
of the village were hanged from its twisted branches, VDC. They demand a tribute of weapons, armour,
and cults offered humanoid sacrifices at its roots. The tools, magic items, or other useful supplies with a val-
tree thirsts for fresh blood and animates the spirits of ue in gold pieces equal to 20 times the APL.
the dead to help quench this sanguine yearning.
APL Composition
Hazard: Disorienting Mist. While the tree lives,
creatures within six miles of it have disadvantage on 1st 3 bandits, 2 giant poisonous snakes
Tracking checks as noxious, choking mist blankets the 2nd 2 giant rats, 3 scouts
land. If the party fails a Tracking check within this 3rd 2 giant poisonous snakes, 3 spies
area while the tree still lives, they find themselves at
4th 3 giant toads, 3 scouts
the base of the tree’s hill.
5th 1 giant crocodile, 3 spies
APL Composition 6th 3 druids, 1 shambling mound
1st 1 awakened tree 7th 1 giant crocodile, 3 veterans
2nd 1 awakened tree, 1 skeleton 8th 3 druids, 2 giant crocodiles
3rd 1 awakened tree, 2 skeletons 9th 3 giant constrictor snakes, 2 rangers*
4th 1 awakened tree, 2 specters 10th 2 rangers*, 1 shambling mound
5th 1 awakened tree, 2 specters, 2 wights 11th 2 assassins, 2 shambling mounds
6th 1 awakened tree, 2 ghosts, 2 specters 12th 2 rangers*, 2 vigorous hyphan sporeslingers*
7th 1 specter, 1 treant 2 rangers*, 1 vigorous hyphan brute*, 2 young
13th
black dragons
8th 1 ghost, 1 treant
14th 2 assassins, 2 vigorous hyphan brutes*
9th 1 treant, 1 wraith
2 assassins, 2 giant crocodiles, 2 vigorous hyphan
10th 2 ghosts, 1 treant 15th
brutes*
11th 2 ghosts, 1 treant, 2 wraiths
2 assassins, 2 hydras, 2 vigorous hyphan
12th 1 treant, 4 wraiths 16th
sporeslingers*
13th 3 ghosts, 1 treant, 3 wraiths 17th 3 hydras, 3 rangers*, 2 vigorous hyphan brutes*
14th 1 treant, 1 vampire, 1 wraith 3 assassins, 2 vigorous hyphan brutes*, 2 young
18th
15th 1 treant, 1 vampire, 2 wraiths black dragons
16th 2 ghosts, 1 treant, 1 vampire, 2 wraiths 5 assassins, 2 vigorous hyphan brutes*, 2 vigorous
19th
hyphan sporeslingers*
17th 1 lich, 4 skeletons, 1 treant
4 assassins, 3 shambling mounds, 4 vigorous
18th 1 lich, 4 specters, 1 treant 20th
hyphan brutes*
19th 1 lich, 1 treant, 5 wights
20th 1 lich, 1 treant, 5 wraiths *See Appendix C in Heliana’s Guide to Monster Hunting. The hyphans
can’t use legendary actions.

Bonus Encounters 19
The Low
This section presents several encounters to choose Traverse. A creature that makes three successful
from for The Low, in addition to those available in VDC Strength (Athletics or Acrobatics) checks can
Heliana's Guide to Monster Hunting. climb the 75-foot traverse to reach the other side of
the crevasse. A creature that fails two such checks falls
Narrative Encounters into the abyss below.

Teeth of Ulna
The Grasping Pit
The path forward is blocked by a wall of calcite rid-
The party’s path reaches a narrow crevasse that dled with tiny holes and tunnels. Ancient stalactites
extends upward and downward, far beyond the sight and stalagmites—referred to by some as the Teeth of
of any darkvision. A 30-foot gap separates the party Ulna—have formed columns stretching from floor to
from a tunnel that leads deeper into the dark. To the ceiling, leaving spaces between them that could be
left and right, the crevasse tapers together; a skilled squeezed through by Small or smaller creatures. The
climber could traverse the face, which runs with ice area on the far side of the formation, 25 feet away, can
cold water. A stone sign at the edge of the crevasse just be spotted.
reads, in Undercommon:
A warren of twisting tunnels leads off to either side
“Misers of the world beware. Give generously of this obstruction. Navigating these tunnels is diffi-
cult and adds 1 to the minimum number of Tracking
and your faith will be rewarded.”
Mohammed “Aggi” Bellafquih

checks required to reach the destination. Attempting


to smash one’s way through the Teeth is possible,
If the party throws valuables into the crevasse with however the noise attracts hostile creatures (roll on
a worth in gold pieces equal to at least 50 times the the Hostile The Low encounters table on page 78 of
APL, the trickling water changes direction and forms Heliana’s Guide to Monster Hunting to determine the
a bridge of solid ice that can be crossed for 1 hour. enemy composition).

20
Hostile Encounters Gaia’s Shadow
The bandit group Gaia’s Teeth (see Recurring Encoun-
Perfectly Normal Cavern ters, Heliana’s Guide page 28) is a terror of the surface
The party finds a perfectly normal cavern with noth- world, setting their skills to the pursuit of money and
ing strange about it. The ceiling, 60 feet overhead, is power. But down below, the splinter group Gaia’s
hung with stalactites, mirrored by stalagmites on the Shadow harbours more sinister intentions. Not content
ground below. A steady drip drip of water is the only with simply gathering personal wealth, they aim to top-
sound, and a slight breeze carries the scent of long ple the kingdoms that ever dared limit their ambitions
forgotten decay. and have started to use interplanar summoning as their
primary method of attack. They strike at the party with
Surprise. Every monster in the encounter is either the intent of testing their combat prowess, but the hu-
invisible when combat begins or uses its False Ap- manoids will retreat when half their number are slain,
pearance trait. Any character with a passive Percep- leaving the fiends to cover their escape.
tion score lower than the VDC is surprised.
Treasure. If the predators are dispatched, a suc- APL Composition
cessful DC 11 Intelligence (Investigation) check 1st 3 cultists, 2 dretches
uncovers a few long-dead bodies hidden in alcoves
2nd 2 cultists, 2 dretches, 1 imp
previously concealed by the monsters. These bodies
can be looted, yielding gold and gems worth 20 times 3rd 1 cult fanatic, 3 dretches
the APL in gold pieces. 4th 1 cult fanatic, 2 imps
5th 1 hell hound, 1 imp, 1 sorcerer*
APL Composition
6th 1 cult fanatic, 2 hell hounds, 1 sorcerer*
1st 2 gray oozes
7th 1 cult fanatic, 3 hell hounds, 1 sorcerer*
2nd 2 darkmantles, 3 violet fungi
8th 1 cult fanatic, 2 hell hounds, 1 otyugh, 1 sorcerer*
3rd 2 gray oozes, 1 will-o’-wisp
9th 1 cult fanatic, 3 hell hounds, 1 otyugh, 1 sorcerer*
4th 4 darkmantles, 1 mimic
10th 1 cult fanatic, 1 mage, 2 otyughs
5th 4 gray oozes, 2 violet fungi, 3 will-o’-wisps
11th 1 assassin, 1 mage, 2 otyughs
6th 3 darkmantles, 2 mimics, 1 roper
12th 1 assassin, 1 horned devil, 1 mage
7th 2 gray oozes, 1 invisible stalker, 1 roper
13th 1 assassin, 1 erinyes, 1 mage
8th 2 darkmantles, 2 mimics, 2 ropers
14th 1 assassin, 2 bone devils, 1 mage
9th 2 invisible stalkers, 3 will-o’-wisps
15th 1 assassin, 1 bone devil, 1 horned devil, 1 mage
10th 2 mimics, 3 ropers
16th 1 archmage, 1 assassin, 1 erinyes
11th 1 cloaker, 1 invisible stalker, 2 ropers
17th 1 archmage, 1 assassin, 1 erinyes, 1 ice devil
12th 1 cloaker, 2 invisible stalkers, 2 ropers
18th 1 archmage, 3 erinyes
13th 2 cloakers, 4 ropers
19th 1 archmage, 1 erinyes, 2 ice devils
14th 2 cloakers, 4 invisible stalkers
20th 1 archmage, 2 erinyes, 2 ice devils
15th 3 cloaker, 3 ropers
16th 3 cloakers, 3 invisible stalkers *See Appendix C in Heliana’s Guide to Monster Hunting.

Bonus Encounters 21
Urban
This section presents several urban encounters to amount of gold they wagered times the APL. Alterna-
choose from in addition to those available in Heliana's tively, they can choose to be rewarded with a retired
Guide to Monster Hunting. racer: Big Bird is an older axe beak that can serve as a
slow mount or a beast of burden, and doesn’t partici-
Narrative Encounters pate in combat except to defend itself.
• Longlegs, recovering from an injury (+1).
Arm Wrestling Contest • Roadrunner, recently lost its mate (+3).
The party finds a small bar—The Salty Sorcerer— • Oss Trish, easily distracted (+4).
which caters to sailors, caravaneers, and other trav- • Chocopo, in the prime of its career (+7).
elling types. A raucous crowd sits outside on barrels
and crates, jeering on an arm wrestling contest and Subterfuge. The stable boy, Halv (CN male human
exchanging bets. commoner), offers to let the party into the stables
The adventurers can join the contest for the price to measure up the competitors for a 100 gp bribe.
of 20 gp. Betting is rife and stakes of up to 10 gp can This bribe can be bypassed with a successful DC 15
be matched. Each round is a contested Strength Charisma (Deception or Intimidation) or Dexterity
(Athletics) or Dexterity (Sleight of Hand) check (Stealth) check. Once inside, the party can make a
(contestant’s choice) against one of the competitors VDC Wisdom (Animal Handling) check for each of
below (there are other competitors, but these are the the racers. On a success, they learn the details pertain-
individuals the player characters face). An adventurer ing to that axe beak, as described above, but not the
wins 10 gp for each round they win. If they win all numerical bonus.
five rounds, they also get the pot: an additional 100 gp
and a scroll of water breathing. Hostile Encounters
• Catamarina Taín, Champion. Wiry half-elf; +12
to Dexterity (Sleight of Hand). Tooth and Claw
• Mick “Hammerhead” Mack. Adored, muscular The streets the party travels through are home to an
orc; +10 to Strength (Athletics). ancient rivalry that occasionally sparks furious con-
flicts. Werewolves and vampires alike are in conflict
• Ratchet. Gnome with a mechanical arm; +8 to
for supremacy over the area and the wealth of food it
Strength (Athletics).
provides, though both understand the need to keep
• Durkin Saltbeard. Shady dwarf, largely disliked; their presence a secret. The party encounters some
+6 to Dexterity (Sleight of Hand). of their number, or perhaps a small skirmish between
• Whelmer Glass. Slim human who almost nobody opposing forces, not knowing that an ages-old treaty
bets on; +4 to Strength (Athletics). permits the lycanthropes and the vampires to momen-
tarily join forces to deal with those that discover them.
Off to the Races They swiftly align to kill the party.
Clouds of dust in the distance give early warning of a Consequences. Both sides are interested in adding
Mohammed “Aggi” Bellafquih

field hosting axe beak races, along with several hun- more numbers to their ranks. Should the party be
dred competitors, trainers, and pundits. Each party defeated, the werewolves and the vampires turn on
member can bet up to 50 gp on one axe beak of their each other for the privilege of converting the fallen
choice. Roll a d20 for each of the axe beaks below, combatants. Whichever side wins drags the party to
adding their bonus to the roll, to see who wins the their lair, from where they must escape before they are
race. If any party member wins their bet, they gain the forcefully conscripted into lycanthropy or undeath.

22
Composition. Weredirewolves use the stone giant Hazard: Fire. When the party arrives, three
stat block with the following changes: buildings are engulfed in flames. If at least one build-
• They are humanoids with the shapechanger crea- ing is still ablaze on initiative 0 of each round (losing
ture tag. initiative ties), one additional building catches fire. A
character that uses an action, such as using the Geyser
• They have immunity to bludgeoning, piercing,
feature of a decanter of endless water or casting the
and slashing damage from nonmagical attacks that
create or destroy water or sleet storm spells, can extin-
aren't silvered.
guish the fire on one building. Be sure to narrate the
• They have these werewolf traits: Shapechanger; fire spreading.
Keen Hearing and Smell.
Consequences. A building that is on fire for five
• While transformed, their Greatclub attack is a
or more rounds is unsalvageable. If no buildings are
Bite attack that deals piercing damage; on a hit, if
destroyed, the characters become heroes of the town,
the target is a humanoid, it must succeed on a DC
and are well regarded by its denizens, who offer free
16 Constitution saving throw or be cursed with
accommodation and discounts. Each character also
werewolf lycanthropy.
receives a medal worth 50 times the APL in gold piec-
es. If between one and three buildings are destroyed,
APL Composition the characters gain recognition, but no medals. If more
1st 1 dire wolf, 1 giant bat than three buildings are destroyed, the characters
2nd 1 dire wolf, 2 giant bats, 1 wolf receive no recognition.
3rd 1 giant bat, 1 werewolf Composition. Twisted firestarters are insectoid
4th 1 vampire spawn creatures with abdomens full of glowing magma. They
use the ice devil stat block but are elementals instead
5th 4 dire wolves, 2 werewolves
of fiends, and they deal fire damage instead of cold
6th 1 dire wolf, 1 vampire spawn, 1 werewolf damage with their attacks. Replace the effects of the
7th 1 vampire spawn, 2 werewolves Wall of Ice action with the wall of fire spell’s effects.
8th 2 vampire spawn, 1 werewolf
APL Composition
9th 2 vampire spawn, 2 werewolves
1st 2 magmins
10th 2 vampire spawn, 3 werewolves
2nd 1 magma mephit, 2 magmins
11th 1 vampire, 1 weredirewolfσ
3rd 1 azer, 2 magmins
12th 1 vampire, 5 werewolves
4th 1 azer, 2 magma mephits, 2 magmins
13th 1 vampire, 1 weredirewolfσ, 4 werewolves
5th 1 fire elemental, 2 magma mephits, 2 magmins
1 vampire, 1 vampire spawn, 1 weredirewolfσ, 3
14th 6th 2 azers, 1 fire elemental, 2 magma mephits
werewolves
15th 1 vampire, 1 vampire spawn, 3 weredirewolves σ 7th 4 azers, 1 fire elemental
16th 1 vampire, 2 vampire spawn, 3 weredirewolves σ 8th 2 azers, 2 fire elementals
17th 1 vampire, 5 vampire spawn, 3 weredirewolves σ 9th 3 fire elementals
18th 1 vampire, 5 vampire spawn, 4 weredirewolves σ 10th 2 azers, 3 fire elementals
19th 2 vampires, 5 weredirewolves σ 11th 3 azers, 1 efreeti, 1 fire elemental
20th 3 vampires, 4 weredirewolves σ 12th 3 azers, 1 efreeti, 2 fire elementals
13th 1 efreeti, 4 fire elementals
The Great Fire 14th 1 efreeti, 5 fire elementals
Thick black smoke begins rising a short distance 15th 2 efreet, 2 fire elementals
from the party’s location, and cries of “help!” can be 16th 2 efreet, 4 fire elementals
heard. A young, promising pyromancer nicknamed 17th 2 efreet, 3 fire elementals, 1 twisted firestarterσ
The Prodigy (NG female dwarf acolyte) accidentally
18th 3 efreet, 1 twisted firestarterσ
opened a portal to the Plane of Fire. Though the por-
tal is now closed, several buildings are aflame and fire 19th 4 efreet, 1 twisted firestarterσ
elementals burn through the streets. The elementals 20th 5 efreet, 1 twisted firestarterσ
fight to the death.

Bonus Encounters 23
Legal
Alright folks, legalese is intimidating. This first bit
is plain English. All characters, items, creatures, and
spells in this publication are original creations of Plane
Shift Press (a.k.a. PSP) or Loot Tavern Publishing
(a.k.a. LTP). Please don’t replicate or distribute this
unless it is a direct link to where we host it (this is our
livelihood!). All spells, items, and monsters are desig-
nated product identity and are not open content. That
includes proper nouns including, but not limited to:
“Heliana”, “Baron Bodrum”, “Gaia's Teeth”, etc., as
well as spells, magic items, and player options.
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.
com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/
legalcode.

Copyright Notice
• Heliana’s Guide to Monster Hunting © 2023, Max
Wartelle, Mohammed Bellafquih, and Jess Jack-
daw, Plane Shift Press, a.k.a. PSP.

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