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Legal:
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such
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published under the Community Content Agreement for Dungeon Masters Guild.

Thanks:
To you. For downloading, looking, or even (fingers crossed) using one of the adventures. Enjoy.
Any comments or questions please send to redforesthunterdm@gmail.com

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Forward:
I have always loved camping, all around the country both in season and somehow more
fun, out of “camping season”. Spending time outdoors adventuring, then at the end of the day
setting up or returning to camp, to eat a meal, rest, and tell stories. The idea of a group of
adventurers getting a break mid-quest, traveling toward their next adventure, or traveling back to
town after a job well done has always been a draw to me, and something I’ve attempted to expand
upon in my own campaigns.
The various rulebooks have numerous examples of recharging “on a long rest”, and for
most campaigns it is a time for players to get out the eraser, to fix their hit points, clean off the
spell slots, divide up some treasure, etc. I wanted to collect the various encounters that I’ve
attempted to sprinkle into my campaigns into one volume and share them for inspiration.
Through the following pages you will find a wide variety of stories, encounters, and just
plain strangeness. I hope you use the following as guides for encounters in your own campaigns,
and hopefully for inspiration in your own campfire stories.

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Introduction:
It’s been a long day. Bodies are tired and wounded, minds weary from the efforts of magic,
swords are dull, and armor is scratched and dented. Wonderfully, a spot to camp has been found,
a fire lit, and a warm meal eaten. Before setting the watch and getting some sleep, a few stories are
shared. Telling stories around a campfire is legendary in most cultures, and adventurers; tired or
not, are no exception. It is a time to regale past battles (victories and losses), share stories of
strange and funny encounters, and tell tales of darkness and evil in the night. These are some of
the finest, written down as not to be forgotten, tales of what happens not when you lay your head
down and rise with the sun, but what happens when you lay your head down and…

Dungeon Master to Dungeon Master:


Some of the following long rest adventures are beneficial, some not, some lead to “single-
shot” adventures, but sometimes a long rest is just a long rest. Use them as you see fit in your
campaigns, use them as supplements within a purchased adventure to re-enforce an underlying
theme, or as a starting point for a side-quest your adventurers may have missed. I’ve even simply
used them for a break, to step away from a heavy campaign for a single-shot adventure, not
everything has to move the story along.
I work hard on balance in my campaigns, and if you have higher level characters “+1d8 of
temporary Hit Points” might not move the needle, adjust freely for your desired effect.
Titles with background pictures are re-created at the back of the book without
backgrounds for clarity.

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A Strange Dream
Indeed, a dream and a choice.

Location: Forest

A small clearing with a stream nearby is the perfect spot for a long rest. A tree near the edge has grown
large with advantageous sunlight provided by the clearing. The trunk is round enough for four people to
reach around and barely touch hands. The very top is still lit with the setting sun while the rest of the
forest gains darkness in the failing light. Exactly where the wood of the trunk narrows and splits is hidden
by its full branches and long limbs that are covered in healthy leaves waving in the slight breeze. The
cover it provides is a perfect spot to lay the bedrolls.

Decide who (if anyone at all) will have the last shift at watch and read the following if indeed there is a
watch set.

In the last of the full darkness before the dawn, your eyes grow heavy, the glowing coals of the fire and
moonlight make it easy to see things that are not there.

Roll a DC 10 WIS (Survival) check. Success: You stay awake, move around to stretch your legs, drink
some water, and your turn at watch ends without note. Failure: You fall asleep and join the other party
members in…

In your sleep you are awakened by a voice stating your name. A young woman, beautiful, her skin the
same color as the tree and lightly molted with the same pattern of the bark, her flowing hair is
intertwined with leaves from the tree. You are dreaming, and in your dream, she doesn’t speak again.
She simply holds out her hand, as if to beckon you to join her.

Ask each player to decide to take her hand or not.

If not, then the Dryad shrugs her shoulders and fades away. The night passes uneventfully, and you
wake rested.

If you take her hand, the Dryad leads you into the very tree itself. To a warm glowing room with low
tables filled with wonderful food and drink. You awake calm and rested with an additional 1d8
temporary hit points for 1 day.

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For Whom the Bell Tolls
Location: Ruins, questing to a temple, or on the way to fight a known evil

As the fire slowly dies down, the darkness moves in. Not only for those on watch, but for those already
sleeping.

In your slumber at some point in the night you dream of a dark tower atop of which hangs a bell. Its dull
metal, red in the faint moonlight. Utter dread seeps into your dreams as the bell rings out. DONG…

Roll a DC 12 Constitution check with the added morality modifiers for each ring to awake. If the
character is: Good: 1d20 -3
Neutral: 1d20
Evil: 1d20 +3

DONG… Roll again…

DONG... Roll again…

Only on the first roll with a natural 20 you awake disturbed but unaffected by a bad dream that already
is fading from your memory.

On Success/Failure consult the outcome table for the number of rings heard before waking. The effects
are not additive and total rings can be limited for balance (1-3 fun, 1-6 interesting, 1-10 serious, make
them additive for serious+)

Ringing in your ears?


1 The tone disturbs you, disadvantage on your first ability check.
2 The dream lingers on your thoughts, disadvantage on first attack roll or saving throw.
3 The vision of the bell and tower is fixed in your mind, speed halved until short/long rest.
4 The ringing in your ears distracts you -3 initiative until short/long rest.
5 The dream seeps into your waking mind, Frightened on each first round until long rest.
6 The ringing sticks with you and disturbs your rest, no regaining Hit Dice this long rest.
The sound washes over you and seeds doubt and despair in your mind, lose your proficiency bonus
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until long rest.
8 The bell strikes at your very life force -25% HP until long rest.
The evil has destroyed your body, reduced to 1 HP, recovery on one day of travel away from site,
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plus long rest.
Evil wins, the Gods themselves cannot save you, you die. Only a Wish spell within 24 hours can save
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you. (Plus, for goodness sake retire your d20)

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Zombies at Midnight
Location: Any, forest, ruins, etc.

Players come across an abandoned single room temple. The players with the help of a rainy evening are
encouraged to spend the night inside with a damp fire.

In the middle of a small clearing sits an old stone temple. It is incredibly old and in bad shape with barely
walls enough to stand and its dark slate roof half caved in. At the front, the doors are long reduced to
rubble and two higher round broken windows make the entrance slightly face like, but ominous.

As the adventurers settle in, they find an old crumbled, dark stained altar with strange symbols located
at the far end from the door. The symbols are worn with age and faintly visible.

Ability checks reveal the following...


DC 10 (INT) Arcana: The symbols are eldritch and barely readable of some lost magic language.
They feel dark and foreboding.
DC 10 (INT) History or Religion: A repeated stylized star on the alter was the symbol for a lost
civilization who worshiped their queens not the gods.
DC 12 (INT) Investigation: The altar and the crumbled wall behind were not just destroyed by
age... There is a larger (2' in diameter) stylized star carved from stone and covered with some
worthless corroded metal half buried in the rubble.
DC 10 (WIS) Survival: Though the forest is teaming with wildlife, no animal signs or tracks are
anywhere near or in the temple. There are only a few scuffed, shuffling footprints.

At midnight “x” (difficult but no one will die) zombies approach the temple from a mist in the clearing.
They wear tattered clothing with the stylized sun symbol and attack the closest party member. Two
turns after a zombie is defeated, the remaining parts (be as creative as possible) reanimate and continue
the attack. If a zombie is dismembered as a possible solution, random parts come together with a faint
green glow, stand, and attack. This takes an additional turn at walking (parts coming together) speed
distance (20 ft.), i.e., if the parts are separated and thrown into the woods it takes one turn to travel 20
ft. then one turn to connect.

Solution: The tarnished sun must be destroyed (see treasure below) or placed on the altar. Once done
the zombies fall to dust and greenish ghosts either shriek with anger and disappear (destroyed) or sigh
with contentment and sink into the ground (placed).

Hint: The Sun will glow while the zombies are within 10 ft. of it or as they re-animate. If a player packs it
away, it will glow bright enough to be seen. If the players leave it at the back wall, after two turns of re-
animation the sun also emits a magical noise that the players hear, then see the light.

Treasure: If destroyed a yellow and red streaked agate is centered in the embossed carved sun behind
the tarnished metal. It is a Stone of Good Luck (DMG pg. 205) "While this stone is on your person, you
gain a +1 bonus to ability checks and saving throws (requires attunement).

viii
“Wow, is that a…”
Location: everywhere

In the midst of a long rest an adventurer,

digs in the dirt with a stick and finds,


wanders off to use the (ah-hem) and stumbles across,
while looking for interesting herbs to add to dinner, finds
places their bedroll on a lump, which turns out to be,
sees something shiny in the snow,
trips over something in a cave,

You never know what you will find.

d10
An old finger bone from a humanoid on a hemp necklace. “Who or what lost a finger, and who
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made it jewelry?”
Only three of a delicate rare flowering herb, DC 15 (INT) Nature (each) to be harvested
2
Success: worth 15 gp each, Failure the flower crumbles at your touch, no value
The small broken trunk of a long dead Ironwood tree. This dense wood from a rare find has
3 enough wood to make: (5) +1 dmg bolts or arrows, or (5) +1 lockpicks (to be carved for single use
per lock by user)
4 The tusk and with some digging the skull of a mammoth 50 gp, but 150 lbs.
5 1 cp, “They turn up everywhere”
A single beautiful flower, if picked and worn grants +1 (CHA) ability checks or saving throws for 1
6
day.
7 A perfect small red gem 200 gp, cursed as it will go missing in 24hrs.
10 skulls of the same creature in a perfect circle, bugbear for forest, yeti for artic, yuan-ti for
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swamp, etc. It’s creepy and you decide to move camp a few miles down the road.
A locked small box DC 10 (DEX) to open DC 15 (STR) to pry open.
Success: Another locked small box DC 15 (DEX) to open DC 20 (STR) to pry open, Failure the box
9 crumbles to dust
Success: A small puff of yellow smoke is released +2 temporary HP for one day, Failure the box
crumbles to dust
A small 2”x2”x2” metal box filled with a thick liquid. In the middle is one very clean Platinum coin.
Your glove starts to smoke, or finger starts to dissolve if you try to remove the coin. Your very own
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pet gelatinous cube!
“How big will it grow if we feed it?”

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Forest Gnome/Entrepreneur
Location: Forest

The adventurers come across a very nice place to set up camp. An enterprising young forest gnome has
heard about Inns from a relative who once went to the city, and he is providing an Inn for guests in his
forest home, minus the roof, walls, beds, food, and drink. He is not there when the group discovers the
spot, but a befriended squirrel is keeping watch. The squirrel chatters at the group then disappears to
tell the Gnome of his visitors.

The day grows long on the “x” day of travel when you come across an almost ideal story book spot to
camp. The ground is covered by grass that looks thick and lush, the trees each one a beauty to sleep
under. Birds and squirrels chatter in the trees. Are those moss-covered rocks a fire circle?

DC 12 (WIS) Survival or (WIS) Perception: Success, a small sign has fallen off a nearby tree, in Gnomish it
reads “Star Gazer Inn: The Freshest Inn in the Forest”. Back near the trees an old stump is filled with
fresh water with an old board as a lid, next to it lies a bucket. Failure, the day has been a long one and
this spot; while unusual in its seeming perfection, will do.

From the PHB “A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny
body…Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves
and good fey as their most important allies…being alive is a wonderful thing, and they squeeze every
ounce of enjoyment out of their three to five centuries of life.”

If the party finds the sign, the Gnome arrives and in broken yet enthusiastic Common explains the Inn
and proudly shows off its fantastic “floor”, “beds”, and “fireplace”. He is expecting 15 gp/adventurer as
he sees his forest far superior to any smelly city Inn, and as there are no other distractions to spend their
money with, he should get all the money they would spend for a night in the city.

If the party fails to find the sign or stump, the gnome arrives as the characters have already set up camp
and with the above expects 20 gp/adventurer as they have already “agreed” to stay for the night.

Gnomes have an advantage on INT, WIS, and CHA saving throws against magic and this 5th Level Forest
Gnome has: +6 (WIS) Insight, Passive 16
+2 (INT) Investigation, Passive 12
+6 (WIS) Perception, Passive 16

If successfully bargained with he will reduce the price to 5 gp/adventurer. He will remember to point
out the bucket for (ah-hem) business like his cousin saw in the city, but lament that he won’t be able to
afford a second separate bucket for filling the stump.

The Gnome stands watch, and the party gets a good night sleep. 1 additional spent hit die recovered for
this superior long rest. (Tips are appreciated)

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That Island Looks Safe
Location: Arctic or frozen shoreline

The adventurers find safe haven on a small tree covered rocky island with a clear view back over the ice
for any approaching creatures in the night. The danger comes the next morning as the ice is gone and
they will have to escape the island, traveling back over freezing cold dangerous waters.

As you travel along an icy shoreline, nighttime approaches. The group is tired and spooked, by howls on
the wind, and dark shadows moving in the nearby tree line. Neither entering the forest nor a night out
in the open fully exposed to the cold is appealing. Further along the shore, centered in a cove is a small
tree covered rocky island three hundred feet from land. It is completely iced in, and no open water can
be seen in the failing light. The trees and a clear line of site back over the ice should provide a safe
shelter for the night.

Normal long rest activities occur without interruption. When finished, continue to read…

During the cold night the weather turns, a large storm with wind and snow hits the camp. Visibility is
reduced to nothing and the attempts at watch are abandoned for a “warm” bedroll as close to the fire
as safe. In the morning you awaken to a snow-covered camp, and the wind whipping through the trees.
A deep pulsing thud seems to shake the entire island.

You stomp through the snow-covered trees to the ocean side of the island, where large waves crash
against the land. They seem to shake the island each time, throwing up spray that coats the first few
rows of trees, bending them with the weight of dripping ice.

The highest (WIS) Survival skill notes that if this side of the small island is getting hammered by waves,
what about the other side and the ice they crossed in the evening?

Protected by the trees, the wind is much less on the other side of the island, but the site of open water
between you and the shore makes your stomach sink. The storm has broken up the ice and flushed it
out of the cove. Only a few small chunks of ice remain as they float by on a light current.

Be as creative as possible; magic being the obvious way back over the water, open those backpacks and
dust off those skills, tools, and kits that we all add when creating our characters but tend to forget once
the monster killing begins. Chop down some trees, rope them together and make a small raft for one or
two characters at a time. (What are you using as a paddle? How are you going to get the raft back for
the others?) On a raft trip DC 12 (DEX) Acrobatics to stay dry. Failure -1d4 HP per trip.

The water is shockingly cold. Swimming the three hundred feet is considered difficult terrain (1’
swimming costs 3’ of speed) due to the cold and holding small amount of gear on head or towing a bag
of equipment. DC 15 (STR) Athletics per turn: Failure -1d4 HP, Success half the damage.

Hint: The weather is lifting. If the group spends the day solving the problem or waits one day, the
Acrobatics check is not necessary for the calmer water. If absolutely no solution can be found, someone
notices the ice re-forming during the calm of the day. They can wait 1d4 +2 days and the ice is re-
formed and solid enough to traverse.

Once back on land, if wet from raft, swimming, or other. Wood must be gathered, a fire lit, and
equipment dried. DC 10 (WIS) Survival -1d4 HP on failure, success half damage.

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Territorial Fight
Location: appropriate for the creatures

Somehow you are “lucky” enough to set up camp near a territorial boundary between two
large/gargantuan monsters. Pick something big enough as not to entice the party into combat and be
descriptive enough to encourage them to watch the battle.

In the pre-dawn light of very early morning, you are startled by terrifying sounds. Yells, screeches,
howls, the sounds of very large creatures fighting. If applicable: The morning sky is lit up with magic as
they fight. You slowly approach the top of a hill and are treated to a rare site of two “x” circling, waiting
for an opening then attacking, trading blow after blow. Eventually one does strike a devastating hit and
the other quickly retreats in defeat.

By studying the fight with an adventurers eye, roll d20 even/odd. Even: you learn a weakness +1 attack
rolls against creature. Odd: you learn a defensive technique on a specific creature attack, +1 on AC
and/or savings throw. Abominable Yeti, Adult or Ancient Dragons, Giants, Giant “creatures”, Kraken,
Remorhaz, Roc, Treant, etc. all would put on a good show.

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Finger on the Scale
I usually like to reward good behavior vs punishing bad, but sometimes a DM must roll, consult a table,
and just blame it on the gods.

Chapter 4 of the PHB introduces the idea of gaining and using Inspiration. Chapter 8 of the DMG
expands on this idea. I like to apply a bit more mysticism, roll on the good omen table for bonuses.

On a clear night with very nice weather, you spend your turn at watch with your back to the fire
watching the star filled sky. An unusually large and slow-moving shooting star lights up the sky with
clear white light. At first it startles, but then fills you with wonder as it streaks across the sky. You feel
lucky to have witnessed such a site.

Good Omens
d10
1 Truly inspired, +3 Initiative until long rest.
2 The light protects you, resistance to magic damage until long rest.
3 Advantage on 2 attack rolls, saving throws, or ability checks.
4 The light fills you with energy +2 temporary HP.
5 Advantage on 1 attack roll, saving throw, or ability check.
6 Advantage on 1 attack roll, saving throw, or ability check.
7 The light clears your mind, automatic success on one ability check (only available for one day).
8 Advantage on 2 attack rolls, saving throws, or ability checks
Your resolve is strengthened, resistance to non-magical damage (Bludgeoning, Piercing, Slashing)
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until long rest.
10 The light shines in your memory +1 ability score (player or DM chooses) until long rest.

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Finger on the Scale
On the other hand, occasionally a player won’t get the hint to dial down whatever they are doing to
annoy/bump other players from the game, and it’s good to show them who is boss, roll on the ill omen
table.

During your turn at watch the sky clears and you stare in wonder at an unusually large and slow-moving
shooting star. However, its blood red color fills you with unease while it highlights the camp and the
surrounding area with dark red shadows as it passes. An ill omen for sure.

Bad Omens

d10 (Automatic or triggered by attack, roll, etc.)


The clouds return then it rains, only you catch a cold. HP halved and disadvantage on ability checks
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until long rest
2 The light weakens you, vulnerability to magical damage types until short/long rest.
3 A glimpse of red distracts you, automatic failure on one ability check.
4 You can’t shake the uneasiness all day, -2 Initiative until long rest.
5 Your mind flashes to the red-star, disadvantage on a single attack roll, saving throw, or ability check.
6 Your mind flashes to the red-star, disadvantage on a single attack roll, saving throw, or ability check.
Any red color on a creature you are attacking, and you are Frightened on the first round until long
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rest.
On the first creature you attack with any red; it reminds you of the star, automatic failure on first
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melee/spell attack.
9 Your resolve is weakened, vulnerability to non-magical damage until short/long rest.
Bad omen indeed. “Was that food a little off?” The parties travel speed is halved for the day as you
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have unpleasantness escape from both ends. Disadvantage on all ability checks until long rest.

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Mass Migration
You set up camp near or next to a rare mass migration. A steady stream of multiple swarms of ants,
snakes, spiders, bats, rats, etc. Should you see where they are going or what they are running from?
Roll on the table.

You set up camp in an otherwise unremarkable location. During the early morning hours, strange
sounds are getting louder, something big is very near your camp. Do you want to investigate?

See MM Appendix A “Swarm Creatures” for inspiration and stat blocks.

Watch It!
d6 Migrating creature swarm
The swarms seem to recede, then a giant “swarm animal” sees you and attacks. Did you bring any
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gear?
You carefully study the creatures as they pass in the rolling swarms, you learn the damage
2
resistances and condition immunities of the creatures.
The creatures are heading straight towards a mountain, cliff, group of trees, etc. Otherwise, they
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completely ignore you.
The creatures are seemingly fleeing directly from your destination. Should you walk the trampled,
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exposed path?
Something about the sheer number of creatures unsettles you, that creature has an advantage on
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attacks against adventurers, for one (or two) encounters with that creature.
6 You get too close, and one swarm breaks off and attacks. Did you bring any gear?

xv
Supper for a Song
A Lesson in Trust. A traveling Bard offers shelter for food. He casts Leomund’s Tiny Hut and after dinner
sings a Sleep spell, roll on the “Missing items” table.

One day from town as you settle into camp you hear singing and eventually the footsteps of a lone Bard
adventurer approaching your camp. Finely dressed but a lot worse for ware, he also was traveling the
road but smelled the campfire and the food. He was hoping to make the distance to town before
nightfall but was waylaid by bandits who stole everything except his (ah-hem) lute.

This 7th level Bard will trade a shelter spell for dinner and a good night’s rest. After everyone has eaten
and it is getting late, the bard sings a few songs and weaves in a 4th Level sleep spell (11d8) of HP. If
everyone falls unconscious, then roll on the table, and he flees into the night. If not, the Bard does get a
good night's sleep and moves on in the morning. If the party is fully suspicious then a DC 18 (WIS)
Insight success will arise suspicion and he won’t attempt the sleep spell. He is a thief and has a horse
tethered a short distance away that he uses to flee to the town (if large enough), or into the wilderness.

What’s missing?
d10
1 Steels all ammo for ranged weapons. “Who does that?”
2 Steels a secondary weapon from a dual welding player.
3 Steels 5 (lessor) items, lantern, dagger, candle, rope, etc.
4 Too ashamed to ask for help, steels the largest (but not necessarily the most valuable) gem.
What we have here is a trickster. Emptied out all packs and scattered the contents everywhere
5
takes all cp.
6 Was indeed hungry, steels 2 days (for the entire party) of rations.
7 Straight up thief (but not a total jerk) steels 100 gp.
8 Steels one set of “Tools” from one player, Thieves’ Tools, etc.
9 Takes one magical non-weapon item.
10 One magic weapon from a player. Bastard.

xvi
Stress
Wait, I play D&D to blow off stress.

Were the rations a little off? Is the poison from that Wyvern stinger still working its way out of your
system? Just how big is the monster we are going to fight? Whatever the cause you have a disturbing
dream…

Reoccurring: Success, +1 hit die recovered and the dreams end. Failure, -1 hit die recovered and you
have the same dream the next long rest.

Not on a curve
You stand before a teacher from your youth who is grading a test or a skill you are demonstrating, but
they only make disappointing sounds, d100 (>60 to pass).

Oh Gods, swim faster


You dream of swimming in a lake from your youth, good times. I guess you should start swimming to
the dock. Wait, what is that behind me? DC 15 (STR) to reach the dock and not get eaten.

Wait, what?
You dream of a room full of treasure chests knowing in that dreaming way that all but one is a mimic.
DC 15 (INT) to pick the right one.

You cannot fly (currently)


Wow, that is a deep hole, steep cliff, or treacherous mountain trail. DC 15 (DEX) to stop before falling.

That dragon is too big!


As you are sneaking past a gigantic ancient green dragon, it decides to toy with you and fills the long
corridor with poison. Hold your breath DC 15 (CON) till you reach the door at the other end.

Boy who cried monster


Something terrible is coming to your village and no one will listen to you. They all shake their heads and
smile. DC 15 (CHA)

That snow looks unsafe


You are last in a line of adventurers slowly traversing a snowy ledge. You are the only one to see the
avalanche about to happen and no one can hear you over the howling wind. DC 15 (WIS) Survival

xvii
Silent Thief
Add a creature to your party?

The last person on watch in the early morning spies a young creature. Realizing the potential for
training and possibly joining the group as a pet/sidekick, it needs to be parleyed.

The last few long rests have been plagued by small animals trying to eat your food. So, in a savings of
both ammunition and frustration, you gather all the food in a single bag and hang it from a tree limb on
the edge of camp. In the early morning the last person on watch spies a young creature pawing at the
bag.

See “Parleying with Monsters” in Tasha’s Cauldron, or DMG “Social Interaction”, for more detailed steps,
especially if you want the group to be successful in adding a creature. A young Owl Bear, Wyrmling Red
Dragon, or a young Hippogriff will work well.

DC 12 (INT) Arcana, Nature, or Survival to realize that a specific food; or treasure in the dragons case,
will increase the chances of gaining the creatures trust. Success: advantage on further parleying rolls
once gift is given. Failure: you don’t think of anything helpful.

Free form roleplay the interaction and the creature will take 1 day of rations, or 10 gp, etc.

As you slowly reach out to finally pet the creature, the unmistaken sounds of an angry “mother” is
heard nearby shaking the ground, waking everyone. The young creature bolts away making its own call
seemingly in response. Other similar young creature calls are heard all around the camp. Were they
planning an ambush? Time to go.

xviii
Breakfast with a Mimic
Location: Cave, ruins, etc.

When was the last time you fought a shapechanger? The image of a treasure chest with teeth and a
five-foot sticky tongue is an iconic one in D&D. Play with some “other” shapes based on your long rest
location, roll on the table, or use it for inspiration.

Other Shapes
d4 Cave Ruin Temple Forest
1 Old mining equipment Statue in a plaza Altar An old well
2 Boulder Old fireplace or firepit Trap door Small cart or outhouse
A dark mouth of a pit or Candelabra, teapot, or a A broken
3 Old farm equipment
hole, a pool of calm water clock (you know the ones) column
Bag of gold encrusted in a Statue with Stone or wood steps
4 Any old furniture
stalagmite red gem eyes into the cottage

A Mimic very slowly sneaks into camp, and almost attacks the player furthest from the fire. Good thing
your group are early risers.
Good morning, another night of sleeping on the ground. Time to stretch and have some breakfast. “Did
we set up camp so close to that “item” last night?”

DC15 (WIS) Perception.


Success: that “item” was not there last night. Advantage on next saving throw or attack roll.
Failure: “It was dark when we set up camp, calm down” Advantage on 1rst round of combat by Mimic if
one creature is within 5 ft.

Does everyone sleep with their armor on and weapons at the ready? Do you back away slowly?

P.S.
We all know what the “True form” is when its finally dead.

xix
You Have Strayed Too Close
Location: on the edge of a forest

As the group starts to set up camp for the night, they are approached.

A particularly ancient Treant guards a secret grove of trees that are close to awakening. Protecting the
new (not yet mobile) Treants has consumed the guardian. It has exerted its magical power over a group
of normally evil Blights to aid in this critical time (~100 years, they are trees.)

A group of walking trees approaches the camp. A conifer like tree lumbers out of the forest, it
launches its pine needles with alarming force into the ground close to the group and the campfire. A
pair of woody shrubs twisted into perverse humanoid shapes slam the ground with their limbs as they
approach, their claw tipped arms ripping up the dirt.

A needle blight and two Twig blights approach slowly, feigning attack. DC 12(WIS) Insight to notice that
they are not attacking (yet) and seem to want the group to leave. Stay and fight or move the camp a
few miles down the trail? Fighting the Blights might trigger a fight with the Treant (maybe only once
they use fire).

Crashing through the trees is a gigantic bellowing version of what you just killed (or lit on fire).
Now should we go?

The guardian Treant or the Blights do not pursue the group if they flee.

xx
You Have Strayed Too Close - 2
Location: on the edge of a forest

As the group starts to set up camp for the night, they are approached.

Six beautiful Centaurs approach the group and demand that they leave, as they are too close to their
home. “Smelly dwarf”, “Wrong kind of Elf”, etc. They see themselves as far superior and wouldn’t
waste their energy simply killing the group, but they do like a challenge. Negotiate a solution, payment,
a gift, etc. “No one wants to fight Centaurs, right?”

I see by your rusting equipment and meager supplies you are adventurers. I’ll tell you what. Best me in
a simple game and you can stay.

Test the groups creature knowledge (maybe on something they are traveling to fight). Have them name
a particular attack that a creature might make, a damage immunity or vulnerability, or a condition
immunity a creature might have.

“What breath weapon does a black dragon use?”

“What damage are skeletons immune to?”

“Name three of the Beholders Eye Rays.”

Two out of three and the party can stay. Three out of three and a bonus question, the Centaurs are
impressed and give them 2 potions of Healing.

xxi
You Have Strayed Too Close - 3
Location: on the edge of a forest

As the group starts to set up camp for the night, they are approached.

The group spies Will-O’-Wisps at the edge of the forest (adjust number for difficulty). Sometimes they
lead to treasure, most times the treasure is guarded.

During the early evening within the dusky forest, you see lights moving amongst the trees. At first you
think they are lanterns, then you see they are Will-O’-Wisps.

If followed they lead the party to a long-abandoned woodcutters cabin.

After a short time in the forest the Will-O’-Wisps vanish, but then you see an old but well-built
woodcutters cabin. It is obvious that no one has lived here in a long time. Where once was a garden,
now is overgrown with vines and wild shrubs, a pitiful scarecrow barely hangs from a post.

The scarecrow is the cursed soul of the woodcutter who tried to break a bargain with a Hag. Once close
enough he attacks the group. The Will-O’-Wisps will reappear and attack but focus on the paralyzed
victims of the scarecrows “Terrifying Glare”. If defeated, the cabin provides good shelter, but is sparsely
furnished, and otherwise empty. If the garden is searched, long dead adventures are scattered in the
weeds. Most of the equipment has rusted to ruin, but a +1 light or medium piece of armor is found.

xxii
You Have Strayed Too Close - 4
Location: on the edge of a forest

As the group starts to set up camp for the night, they are approached.

“Sprites, why couldn’t it have been Pixies?” A group of Sprites warns you to go no further into the
woods. DO NOT say the P-word (Pixies). Sprites “lack warmth” and are “aggressive and hardy warriors”.
They are not, and I repeat, NOT the same as Pixies (crap). Maybe they are grumpy because people keep
thinking they are the “sparkly” kind?

Two small “Elves” with dragonfly wings fly into camp and with no sugar coating on it, demand you
leave.

Negotiate terms for staying. Only Good (free) or Neutral (with a gift) can stay. Any Evil players must
move on.

If the P-word is spoken Disadvantage on any ability checks during the negotiation. The group must allow
one of the Sprites to touch them and use “Heart Sight”, to confirm the players morality.

If talk of a fight comes up, have the Sprite talk of legends where “Sprites are invisible”, and use “poison
arrows”. “I wonder if that is true?”, or have them contemplate why there would only be two of them vs
“Big Bad Adventurers”?

If a fight must happen, teach your players a lesson in hints. Have multiple (many, many) Sprites attack
using invisibility and the shortbow ranged attack with poisoned arrows. Once everyone is unconscious
have something of value to the group stolen.

xxiii
Berries are Good for You, Right?
After a day of travel the group finds an unexpected bonus for a long rest. A clearing full of ripe berries
and mixed results.

As the day of traveling ends you see a great place to set up camp for the night. A clearing is overgrown
with bushes full of ripe berries. Tonight, they will do nicely as an addition to your travel rations. If they
are safe.

Upon further inspection there are multiple types of berries. Roll DC 12 (INT) Nature for each berry to
learn its possible effects. Failure you learn nothing, with success see table. If the players throw caution
to the wind, consider regular effects, no effects, or just the combination effects.

Mmm, berries.
Color
Red This berry smells great. If eaten: +1 ration (berries offset one ration for the long rest)
Shiny, but very dark color. If eaten: +1 hit die recovered on a d20 even/odd (even yes, odd no).
Black
Only once per long rest.
Yellow Bright color with small red spots. If eaten: +1 temporary HP. Max 10 per long rest.
All the berries are delicate and must be eaten when picked. They do not travel well.

Ask your players which berries they each eat to “keep track of the results”, then consult the mixed table.

Uh-oh, berries.
Color
Red and black are traditional evil colors. Your stomach doesn’t like evil. No hit die
Red + Black
recovered on the long rest.
Red + Yellow Ahh, the color of the sun. Oh, that burns. No HP recovered on the long rest.
Hello, wasps and bees. Your tongue and throat swell nearly closed, disadvantage on all
Black + Yellow
STR, DEX, and CHA ability checks and saving throws until next short/long rest.
All together Brown, oh boy. It’s a long night, no benefits on this long rest.

xxiv
Midnight in the Garden
Location: in a small clearing

An Angel visits the group. What could go wrong?

You set up camp in a small clearing, a flat circular space in the middle is a good place to light a fire and
eat, yet somehow seems a little strange to sleep on. You gather your bedrolls and sleep closer to the
trees feeling a little less exposed.

At midnight a flash of lightning strikes and a Planetar Angel appears in the circle. Every 100 years the
Angel returns to this site, the site of an ancient temple to its God. In the old days evil creatures were
sacrificed and the angels would harvest the souls, removing them from the material plane. Once again,
the day of harvesting has arrived. The group must all be Lawful Good, Neutral Good, or Lawful Neutral
to stay. If the party can stay the Angel gives them a blessing: all hit die recovered, all rations restored to
pre-adventure amounts, and uses “Healing Touch” on four adventurers freeing them from any curse,
disease, poison, blindness, or deafness. If not, the Angel commands the group to slay a nearby evil
creature to offset their own minimal evil.

A sublimely beautiful Angel is not at all pleased that there is no evil to be harvested tonight (except the
parties trivial amount). In a momentary flash you see the temple as it stood long ago. The circular
space is the very center of the temple, where now sits a blood-soaked altar that the Angel stands upon.
At the edge of the trees the temples long arching columns rise to the center, each festooned with icons
of the God. The large space is filled with a glowing fiery light, and long robe wearing priests; knives
raised over head are destroying evil. “Evil must be harvested on this night. Go and bring me the head
of…”

Get into morality as you like. Go and slay a monster and return. Simple.

Go and kill a near-by Hag who loves “twisting” the locals but does provide protection from a larger evil.
(Hags eat children to make more Hags, just so you know).

Go kill the Yeti terrorizing a nearby village, but it does keep the Dire Wolfs at bay etc.

If the players agree to slay the creature but then flee, consider a “bounty” on the group by the
God, or a “pale of evil” over the group for a few days, disadvantage on saving rolls and ability
checks from Good NPCs and creatures, etc.

If the players go on a particularly Lawfully Good hunt/bloodbath reward them with the Angel as a
Patron, one wish, or a Lawfully Good magic item that causes trouble with its singular focus, etc.

They can always try to fight the Angel.

xxv
Midnight in the Garden
Location: in a small clearing

A Devil visits the group. What could go wrong?

You set up camp in a small clearing, a flat circular space in the middle is a good place to light a fire and
eat, yet somehow seems a little strange to sleep on. You gather your bedrolls and sleep closer to the
trees feeling a little less exposed.

At midnight a flash of lightning strikes and an Erinyes Devil appears in the circle. Every 100 years the
Devil returns to this site, the site of an ancient temple to its Master. In the old days good creatures were
sacrificed and the devils would harvest the souls, removing them from the material plane. Once again,
the day of harvesting has arrived. The group must all be Evil or Chaotic Neutral to stay. If the party can
stay the Devil gives them a blessing from its Master: all hit die recovered, all rations restored to pre-
adventure amounts, and gives each member a Potion of Greater Restoration. If not, the Devil
commands the group slay a nearby good creature to balance their own disgusting goodness.

A sublimely beautiful Devil is not at all pleased that there are no souls to be harvested tonight (except
the parties if they don’t agree). In a momentary flash you see the temple as it stood long ago. The
circular space is the very center of the temple, where now sits a blood-soaked altar that the Devil now
stands upon. At the edge of the trees the temples long arching columns rise to the center, each
festooned with icons of the Master. The large space is filled with a glowing fiery light, and long robe
wearing priests; knives raised over head, are destroying good.” Souls must be harvested on this night.
Go and bring me the head of…”

Get into morality as you like. Go and slay a monster and return. Simple.

Go and kill a near-by Couati that has fulfilled its purpose and now waits for death. The
temple it was guarding has long ago turned to dust and a small town has expanded over the land it
covered. “You will be doing it a favor, releasing it from a miserable failed existence”.

Go and slay a group of Blink Dogs that unknowingly den near a buried cursed or evil magic sword.
The group, of course can have the treasure.

If the players agree to slay the creature but just move on, consider a “bounty” put on the group by the
Devil, or a curse put on the group for a few days, disadvantage on saving rolls and ability checks from
Good NPCs and creatures. Another option is cursed long rests. Have progressively more (or more
difficult) creatures attack each long rest until the group does enough “background” evil to satisfy the
Devil.

They can always try to fight the Devil.

Good and Evil Option


Run them at the same time. One temple was there first, but much, much older. Only now that the
temple has crumbled to ruin can both good and evil arrive on the same night. The Angel and Devil
would much rather “fight” over swaying the party than fight themselves. Centuries of returning to the
Celestial Planes or the Nine Hells after being defeated has not been a pleasant time. Have the party
choose which “quest” to follow. Earning the boon of one, and the wrath of the other.

xxvi
Roll Reversal
Location: a single large ruin, or an old standing building in a ruined city

Flashback single shot. The weather is terrible, and the group comes across a throne room that was the
site of an ancient battle. This was the final battle between the remaining “x” (same as the number of
players) elven royal guards and an invading dwarven army. The elven guards were eventually cut down,
but the escaping King in a moment of loss and desperation sacrificed himself as the source of a horrible
curse. A curse that caused the victorious dwarves to flee the very city that was their conquest.

As you look for a place to set up camp, the dark cloud filled sky finally releases its downpour with a
single flash of lightning and a rumble of thunder. Up ahead are two large doors as the entrance to a
once great room. Strewn around the room are the remains of dwarven warriors who obviously died in
battle a long, long time ago. You are in an elven throne room of carved stone, once beautiful but now
dusty and decayed with age. Searching reveals nothing of value, but closer to the throne lies “x” elven
skeletons who also died in the fight. Strange it looks like no one was victorious.

The players clear a space near the doors and set up camp for the night. Normal long rest activities
occur. All players have a strange dream. Generate and pass out significantly higher-level elven versions
(matching the character class) of each player. i.e., give a level 3 druid, a level 13 druid to play. The
personality and background details are not necessary (unless you want to). Equip each with a magical
weapon or armor. Load the magic users up with attack and defense spells only, these were the elven
royal guards, they were not healers, they were warriors. OR for faster prep generate level 12 elven
fighters to match the number of players, all the same, equip with a magical weapon or armor.

You open your eyes with a start, and with your elven reflexes catch yourself before stumbling. You are
standing in the throne room in its glory, but smoke streams in from the windows and the sounds of
battle can be heard outside. A very old elf (your king) has just reminded you of your vow to protect the
city till death. He is saddened but turns and leaves out a secret door behind the throne. You grasp your
weapons tighter as the first group of dwarfs break through the door. Here they come.

Start bringing in waves of low level dwarven fighters (use the skeleton stat block for a proxy). The
corrupted dwarven leaders didn’t want to risk their own lives so they sent foot soldiers to finish the job.
Send enough to fully surround each player PHB “assuming medium combatants… eight creatures can fit
in a 5-foot radius around another one.”, don’t forget to add some ranged attackers. Let the players have
“fun” using high powered versions of the same class or as fighters. BUT make sure they lose. Keep track
of the carnage, and once all the players are dead…

Morning comes and everyone wakes with the stricken look of just dying in a dream. You look around
with wonder at the skeleton remains of the dwarfs you “just” killed. “Umm, did that one just move a
little?”

Now, we go again. The dwarven skeleton warriors awaken (use the same skeleton stat block),
staggering to stand, picking up lost heads and limbs, etc. They sense the presence, however fleeting of
the warriors that “just” slayed them. Being dead is hard. If the players killed a lot of dwarfs, consider
halving the HP to 7 (1d8+2). Award half the XP from the dream fight, and half again if they kill the
dwarfs a second time. If they flee (not a bad option) they only earn half.

xxvii
Copies for clarity:
Titles with background pictures removed are re-created for clarity.

xxviii
For Whom the Bell Tolls
Location: Ruins, questing to a temple, or on the way to fight a known evil

As the fire slowly dies down, the darkness moves in. Not only for those on watch, but for those already
sleeping.

In your slumber at some point in the night you dream of a dark tower atop of which hangs a bell. Its dull
metal, red in the faint moonlight. Utter dread seeps into your dreams as the bell rings out. DONG…

Roll a DC 12 Constitution check with the added morality modifiers for each ring to awake. If the
character is: Good: 1d20 -3
Neutral: 1d20
Evil: 1d20 +3

DONG… Roll again…

DONG... Roll again…

Only on the first roll with a natural 20 you awake disturbed but unaffected by a bad dream that already
is fading from your memory.

On Success/Failure consult the outcome table for the number of rings heard before waking. The effects
are not additive and total rings can be limited for balance (1-3 fun, 1-6 interesting, 1-10 serious, make
them additive for serious+)

Ringing in your ears?


1 The tone disturbs you, disadvantage on your first ability check.
2 The dream lingers on your thoughts, disadvantage on first attack roll or saving throw.
3 The vision of the bell and tower is fixed in your mind, speed halved until short/long rest.
4 The ringing in your ears distracts you -3 initiative until short/long rest.
5 The dream seeps into your waking mind, Frightened on each first round until long rest.
6 The ringing sticks with you and disturbs your rest, no regaining Hit Dice this long rest.
The sound washes over you and seeds doubt and despair in your mind, lose your proficiency bonus
7
until long rest.
8 The bell strikes at your very life force -25% HP until long rest.
The evil has destroyed your body, reduced to 1 HP, recovery on one day of travel away from site,
9
plus long rest.
Evil wins, the Gods themselves cannot save you, you die. Only a Wish spell within 24 hours can save
10
you. (Plus, for goodness sake retire your d20)

xxix
That Island Looks Safe
Location: Arctic or frozen shoreline

The adventurers find safe haven on a small tree covered rocky island with a clear view back over the ice
for any approaching creatures in the night. The danger comes the next morning as the ice is gone and
they will have to escape the island, traveling back over freezing cold dangerous waters.

As you travel along an icy shoreline, nighttime approaches. The group is tired and spooked, by howls on
the wind, and dark shadows moving in the nearby tree line. Neither entering the forest nor a night out
in the open fully exposed to the cold is appealing. Further along the shore, centered in a cove is a small
tree covered rocky island three hundred feet from land. It is completely iced in, and no open water can
be seen in the failing light. The trees and a clear line of site back over the ice should provide a safe
shelter for the night.

Normal long rest activities occur without interruption. When finished, continue to read…

During the cold night the weather turns, a large storm with wind and snow hits the camp. Visibility is
reduced to nothing and the attempts at watch are abandoned for a “warm” bedroll as close to the fire
as safe. In the morning you awaken to a snow-covered camp, and the wind whipping through the trees.
A deep pulsing thud seems to shake the entire island.

You stomp through the snow-covered trees to the ocean side of the island, where large waves crash
against the land. They seem to shake the island each time, throwing up spray that coats the first few
rows of trees, bending them with the weight of dripping ice.

The highest (WIS) Survival skill notes that if this side of the small island is getting hammered by waves,
what about the other side and the ice they crossed in the evening?

Protected by the trees, the wind is much less on the other side of the island, but the site of open water
between you and the shore makes your stomach sink. The storm has broken up the ice and flushed it
out of the cove. Only a few small chunks of ice remain as they float by on a light current.

Be as creative as possible; magic being the obvious way back over the water, open those backpacks and
dust off those skills, tools, and kits that we all add when creating our characters but tend to forget once
the monster killing begins. Chop down some trees, rope them together and make a small raft for one or
two characters at a time. (What are you using as a paddle? How are you going to get the raft back for
the others?) On a raft trip DC 12 (DEX) Acrobatics to stay dry. Failure -1d4 HP per trip.

The water is shockingly cold. Swimming the three hundred feet is considered difficult terrain (1’
swimming costs 3’ of speed) due to the cold and holding small amount of gear on head or towing a bag
of equipment. DC 15 (STR) Athletics per turn: Failure -1d4 HP, Success half the damage.

Hint: The weather is lifting. If the group spends the day solving the problem or waits one day, the
Acrobatics check is not necessary for the calmer water. If absolutely no solution can be found, someone
notices the ice re-forming during the calm of the day. They can wait 1d4 +2 days and the ice is re-
formed and solid enough to traverse.

Once back on land, if wet from raft, swimming, or other. Wood must be gathered, a fire lit, and
equipment dried. DC 10 (WIS) Survival -1d4 HP on failure, success half damage.

xxx
Finger on the Scale
I usually like to reward good behavior vs punishing bad, but sometimes a DM must roll, consult a table,
and just blame it on the gods.

Chapter 4 of the PHB introduces the idea of gaining and using Inspiration. Chapter 8 of the DMG
expands on this idea. I like to apply a bit more mysticism, roll on the good omen table for bonuses.

On a clear night with very nice weather, you spend your turn at watch with your back to the fire
watching the star filled sky. An unusually large and slow-moving shooting star lights up the sky with
clear white light. At first it startles, but then fills you with wonder as it streaks across the sky. You feel
lucky to have witnessed such a site.

Good Omens
d10
1 Truly inspired, +3 Initiative until long rest.
2 The light protects you, resistance to magic damage until long rest.
3 Advantage on 2 attack rolls, saving throws, or ability checks.
4 The light fills you with energy +2 temporary HP.
5 Advantage on 1 attack roll, saving throw, or ability check.
6 Advantage on 1 attack roll, saving throw, or ability check.
7 The light clears your mind, automatic success on one ability check (only available for one day).
8 Advantage on 2 attack rolls, saving throws, or ability checks
Your resolve is strengthened, resistance to non-magical damage (Bludgeoning, Piercing, Slashing)
9
until long rest.
10 The light shines in your memory +1 ability score (player or DM chooses) until long rest.

xxxi
Finger on the Scale
On the other hand, occasionally a player won’t get the hint to dial down whatever they are doing to
annoy/bump other players from the game, and it’s good to show them who is boss, roll on the ill omen
table.

During your turn at watch the sky clears and you stare in wonder at an unusually large and slow-moving
shooting star. However, its blood red color fills you with unease and highlights the camp and the
surrounding area with dark red shadows as it passes. An ill omen for sure.

Bad Omens
d10 (Automatic or triggered by attack, roll, etc.)
The clouds return then it rains, only you catch a cold. HP halved and disadvantage on ability checks
1
until long rest
2 The light weakens you, vulnerability to magical damage types until short/long rest.
3 A glimpse of red distracts you, automatic failure on one ability check.
4 You can’t shake the uneasiness all day, -2 Initiative until long rest.
5 Your mind flashes to the red-star, disadvantage on a single attack roll, saving throw, or ability check.
6 Your mind flashes to the red-star, disadvantage on a single attack roll, saving throw, or ability check.
Any red color on a creature you are attacking, and you are Frightened on the first round until long
7
rest.
On the first creature you attack with any red; it reminds you of the star, automatic failure on first
8
melee/spell attack.
9 Your resolve is weakened, vulnerability to non-magical damage until short/long rest.
Bad omen indeed. “Was that food a little off?” The parties travel speed is halved for the day as you
10
have unpleasantness escape from both ends. Disadvantage on all ability checks until long rest.

xxxii
xxxiii

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