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by Michael J Winegar

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Not for resale. Permission granted to print or photocopy this document for personal use only . Character Specific Random City Events 1
Introduction
character must be proficient in that skill to roll. Remind
players they can work together on checks (PHB 175)

Every step on the road is a portal to a new world.


Regions and Areas
-Corvid Basin Proverb Some Events have an effect on a Region or an Area. For
purposes of these tables, a Region is considered a major
The following tables represent a way to generate random city and all cities, towns, and villages within about seven
events while travelling through the countryside and days travel (~200 miles). An Area is a town and all
passing through villages during or between adventures. villages within about three days travel (~75 miles). For
The first 20 events allow for different experiences the sake of convenience, this assumes that most towns
according to the season. are within about a week’s journey of a city and most
villages are within two or three days travel (about 40-60
miles) of a town or other village. Some towns or villages
When to Use may be more remote.
As a general rule, you should have the players roll for an
event once per week. You can increase or decrease the
frequency as your group sees fit.
Altering and Rerolling
These are party events, which means that you should Risk is a fun and essential element to any random table.
engage every player during the resolution of every event That being said, the judgment of the Dungeon Master
to see how their character reacts and how they feel. and the roleplaying desires of the group should always
Also keep in mind that player characters should not be override what is written. There is a chance that a player
bound by the table and should have plenty of freedom to character will assert something like, “My character
narrate their own activities while traveling. would never do that.”
If you see an event that you particularly like, you might If this is the case, alter the Event into something
consider marking a place on the campaign map and believable for the characters. If this does not seem easily
having a chosen event trigger when the party explores possible (or is simply taking too much time) consider
that location. rerolling until something interesting happens.
If the party rolls an Event that they have experienced
before, consider treating it as a continuation of the
How to Use previous Event, treat it as the same Event under different
circumstances, or simply reroll.
The Dungeon Master should:
 ASK where the party is traveling, how they plan to get Assumptions about the Campaign World
there, and how long they expect it to take. Have a good  A class system with Upper (hereditary nobles and
idea of which characters are walking, riding on rulers), Middle (wealthy merchants and minor nobles)
horseback, driving a cart, or otherwise moving. and Lower (peasants, commonfolk, laborers, and the
 ROLL 1d100 and consult the tables. poor) divisions of society.
 READ the entire entry to yourself.  A government that is a mix of hereditary titles, elected
 THINK about the party and how such an event would officials, and ruling councils.
fit into your campaign world. If it just doesn’t make  The population is cosmopolitan, but mostly human.
sense, consider rerolling or altering the event to fit the  Arcane magic is practiced openly by Wizards but is
needs of your game. Think about how such an event not part of daily life for the vast majority of citizens.
would affect every member of the group.  Characters frequently stop at villages for news, food,
 SPEAK the bolded, first part of the entry out loud. equipment, and company. They make conversation
The double slash ( // ) indicates that you should wait when it is natural and are not actively trying to hide
for a response from the characters before reading their identities.
further or narrating how the rest of the event plays out.  “The countryside” is a mix of hills, forests, rivers, and
 CALL for checks or saves. Checks which don’t result in other basic geography with a temperate climate and
immediate success or failure (such as using Survival to clearly defined roads connecting villages, towns, and
track someone or Investigate to gather clues) are cities.
usually allowed once per day unless stated otherwise.  While some parts of these areas can be considered
Consider granting players advantage for asking if they wild or frontier, the villages and towns are part of a
can incorporate spells or special abilities into the event larger geopolitical state, such as a kingdom.
(for instance, using the Invisibility spell to help with a  “Raiders” is a catchall term for marauding orcs,
Stealth check). If an ability is not listed before a skill goblins, bandits, wild elves, or any other sentient
[“Nature” instead of “Wisdom (Nature)”], then the humanoids which pose a threat in your campaign.
 A party of about 3-6 characters.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 2
Gloss Over or Play It Out Players will often come up with solutions and options
different than those presented here. Whenever possible,
The most important rule for a random table like this is to use a player's suggestion over what you find in the event
run with it when you’re having fun and wrap it up when text.
it’s time to move on.
You should be especially mindful of how all members of
the group are engaged. It can be a lot of fun for the Rogue
to play out a daring heist, but not at the expense of the
Use Events to Build the World
You can use every opportunity presented here as a way
rest of the players being bored. The random events to flesh out your campaign world and your characters.
presented here should be used as an interesting way to After an event, think about what new Bonds a character
flesh out characters and to give players roleplaying might form, how the event can shape their reputation,
opportunities. It is certainly possible for characters to and how the event could affect rolls in the future in a
gain experience, advance the main story, find treasure, positive or negative way.
and have intense combat encounters as part of their Encourage characters to make note of their
travel time, but keep an eye out for how engaged your experiences and social connections. Remind them that
players are. If their attention starts to waver, narrate the these can be used later to their advantage.
end of the event and move on. To aid you in keeping track of what happens in a given
If you play out an Event in which all players are actively town, see Appendix 1: Area Record Sheet.
invested, with a little creativity you can turn it into a full
blown adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 3
D100 Random Events for the Countryside
001
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007
008
009
010
011 Consult Seasonal Table
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016
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018
019
020
It starts as a sniffle that turns into a cough and then a fever. Someone in the party
falls ill. // All party members make Constitution saving throws. The character with the
lowest roll suffers two levels of exhaustion. If there is a tie, both characters fall sick.
021
Characters are considered ill until they no longer have any levels of exhaustion. Once per
day, a character in contact with the ill party member must succeed in a DC 11
Constitution save or fall ill themselves.
You meet a mounted bounty hunter traveling the road. The bounty hunter leads
an exhausted-looking prisoner by an iron collar attached to a chain. As you pass
by, the prisoner loudly proclaims innocence until a fierce tug from the bounty
022 hunter strangles the cry. // If a character calls out, the bounty hunter will stop and tell
them it’s none of their business. A DC 13 Charisma (Persuasion or Intimidate) roll makes
the bounty hunter produce a warrant with a description that matches the prisoner,
alleging non-violent crimes and a reward of 1d6x100gp.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 4
A skeleton swings from a gibbet at a crossroads above a sign that reads,
“Necromancer.” // Have every party member make a Charisma save. The character
023 with the lowest roll looks directly into the empty eye sockets and experiences an intense
head pain and pressure. The character suffers 1d10 psychic damage every day at the
same time and they are unable to eat because everything smells like death. The effect
lasts for 1d3 days or ends if the skeleton is burned, buried, hallowed, turned, or touched
with holy water.
The peasants in this village are revolting (verb). Nobles have barricaded
themselves inside their manor to fend off the attacks of an angry mob. // It takes
two DC 13 Charisma (Persuasion or Intimidation) checks to mediate a peace between
024 the groups before bloodshed. If one roll fails, the peasants disperse grumbling. If both
rolls fail, a crossbow bolt flies from the manor and kills a peasant as the mob sets fire to
the house. Half of the noble family is killed and the mob runs away, probably to take up a
life of banditry.
The peasants in this village are revolting (adjective). Untreated sickness,
contagious rashes, and total disregard for hygiene seems to be the norm. //
Characters proficient in Medicine or Religion can spend one week in the area convincing
025 the people to take better care of themselves. Alternately, the party could notify someone
with area authority of conditions. Anyone who takes a long rest inside a building in this
village must succeed in a DC 12 Constitution save or develop an itchy rash that causes
one level of exhaustion that lasts until they bathe and spend the night somewhere else.
Staying in a village inn for the night, you are awakened by the cry of, “Fire! Fire!”
// Characters can help rescue the family whose home and barn are ablaze. There are
1d4+1 family members and 1d4 livestock to save. It takes a DC 14 Constitution save to
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rush into the fire and carry out two beings in need of rescue. On success the rescuer
suffers 1d6 Fire damage. On failure, the would-be rescuer suffers 2d6 Fire damage and
only rescues one being. After three rounds of attempted rescues, the house collapses.
A malnourished doomsayer sits on the side of road. Already exiled from one
village for upsetting people with grisly prophecies, the doomsayer asks the party
027 for something to eat and drink. // It takes a DC 13 Religion, Insight, or History check
to convince the doomsayer that certain sacred writings have been misintrerpreted and
that it is time to go home.
Between villages, you meet a traveling zoo. The keepers and performers offer to
let you spend the night with them and travel with them the next day. The animals
in rolling cages include an axe beak, ape, constrictor snake, giant fire beetle, and a
two-headed pony. // Most of the animals are sluggish and seem unhappy but they are
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fed, groomed, and bear no obvious marks of mistreatment. The animals are valued at
1d6+1x100gp each (roll individually). The keepers will argue vehemently against
releasing any of them back into the wild, for the safety of the animals as much as anyone
else.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 5
You meet someone on the road you've met before. // If there's no NPC whom the
party has interacted with before, determine a character randomly and roll 1d6:
1. Former lover who bears a grudge
2. Former lover who wants you back
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3. Relative or acquaintance who asks for money
4. Relative or acquaintance who asks if you need money
5. Rival from adolescence who has had it rough
6. Rival from adolescence who is smug about doing well
Someone is following the party, you're sure of it. // From a distance, the followers
look like a group of adventurers but closer inspection reveals them to be young
teenagers with old or stolen equipment. They are enthusiastic but untalented. It takes a
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DC 14 Charisma (Persuasion, Deception, or Intimidation) or Wisdom (Insight) check to
get them to go home and wait until they are older and better equipped. On failure, they
continue to follow the party at a distance.
You meet a lone tinker traveling the same direction as you in an ox drawn wagon.
// If they agree to travel with her and help drive the wagon, she'll fix and maintain some
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of the party’s gear for free. The wagon can cover 12 miles a day. She tells you she is
looking for apprentices and a full-time driver if they know anyone.
A wandering minstrel asks to travel with your party for a week or so. // Roll 1d6:
1. The music is pleasant enough, but the minstrel snores all night, every night.
2. The instrument is out of tune and the minstrel never fixes it.
3. The next morning, the minstrel disappears with some of the party’s cookware.
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4. Every song has enough bawdy subtext to make an orc sailor blush.
5. After several hours, it becomes evident that the minstrel is a noble in disguise.
6. The minstrel is friendly and witty, soothing the party to sleep every night and
lifting their spirits
You find an overturned wagon with a miller trapped beneath it. He tearfully tells
you that his young son ran for help hours ago. The miller has a broken leg and
their horse ran away when the boy cut it free from the cart. They were carrying
bags of flour for the village and most of it is ruined. // The nearest village is 1d3x5
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miles away. The boy can be found on the road halfway to the village. The miller needs
10gp to cover the loss of the flour, 50gp for a new horse, and 5gp to repair the cart but
he will only take it if pressed. He is profoundly grateful that they rescued him and found
his son.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 6
You meet a talking animal who asks if you will help it return to human form. //
The creature knows that it is human but cannot remember its life more than a week or
so ago. A DC18 Arcana check reveals that reversing the curse requires a special version
of the Polymorph spell and a gemstone worth at least 50gp. The party may break the
curse themselves or drop the animal with any spellcaster they desire. Roll 1d6 to see
what the animal is:
1. Weasel who tends to comment on party members’ weight
2. Ferret who snoops through party members’ packs
3. Field mouse who won’t stay out of the food
4. Frog who constantly asks for water
5. Mole who asks where they are and what they can see every hour
034
6. Beaver who keeps shouting “Dam!” and thinks it’s hilarious

If the party breaks the spell, or is present when it is broken, roll 1d6 to see the creature’s
human identity:

1. Town drunk who has now been cured of the desire for alcohol
2. A foul-mouthed bard who promises to write a song about them
3. Royal chef who promises to feed them the greatest meal of their lives
4. Wizard who lost a duel and will now perform rituals for the party (max level 5)
5. Adventurer who retires and gives the party a +1 magic crossbow called “Lucky”
6. Noble who gifts the party with a hunting lodge and 1d6x1000gp
As the party is preparing to spend the night in a village, they learn that there will
be a hanging in the morning. // The condemned is a half-elf or half-orc (flip a coin). A
DC12 Intelligence (Investigation) check reveals that the evidence is circumstantial at
035 best and that the convict’s neighbors stand to profit by dividing up the land. It takes a
DC13 Charisma (Persuasion) check to convince the town elders to throw out the case or
a DC 12 Dexterity (Stealth) check to sneak the convict out of town before dawn. If both
checks fail, the convict hangs.
A nervous woman leaves a note for the party, asking to speak with them behind
the inn after dark. The woman’s young daughter has recently begun exhibiting
sorcerous powers. She is worried that the villagers will turn them out or worse
and she has several other children to take care of. Does the party know anywhere
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her daughter might be safe until she can learn to control her powers? // An NPC
wizard, sorcerer, or cleric should be willing to take the girl in. If the party does not
already know such a person, it takes them 1d3 weeks to find a good candidate and take
the girl there. The girl has no desire to be an adventurer and scares easily.
As you stop to rest in a village, it quickly becomes evident that two clans are
feuding over a piece of land. // The village elders, who themselves are members of
either clan, are happy to let the party mediate between the groups. Each party member
may make one Ability or Skill check. If at least three party members make a successful
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DC 10 Charisma (Persuasion, Deception, Intimidation), Intelligence (Investigation,
History, Religion), or Wisdom (Insight, Perception) check, then the village comes to a
peaceful resolution. Otherwise the feud continues and the party is no longer welcome in
the village.

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While taking a shortcut off the main road, the party witnesses rustlers stealing
livestock. // The rustlers will flee if pursued and will not fight. It takes a DC 14
038 Constitution, Dexterity (Stealth), or Survival check to catch 1d6 and the livestock. At
least two rustlers escape. They are young men and stealing livestock is a hanging
offense.
On the road, you meet a traveling scholar collecting plant samples. // A party
member proficient in Nature, Survival or Medicine, can point the scholar toward some
interesting plants the party passed recently. As a reward, the scholar offers 1d6 Healing
039 Kits. The scholar has a permanent residence in a nearby town and would pay gold for
any interesting samples the party finds in their travels. As the campaign progresses, the
scholar can become an important contact for Nature research, disease remedies, potions,
and poisons.
The party meets a mob armed with torches and stakes. They are on their way to a
nearby manor where they claim a family member is a vampire. Nightfall is only
about an hour away. The mob will stop long enough for the party to investigate,
asking them to kill any vampires they find. // There is no answer at the door but
characters can sense movement inside. If they force their way in, the servants flee into
an underground tunnel. A successful DC 13 Wisdom (Perception) or Intelligence
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(Investigation) reveals a hidden chamber in the cellar and a young vampire sleeping in a
coffin. There is evidence in the house that the vampire has been surviving off of the
blood of livestock and there are no human remains. The party can stake the vampire or
allow it to wake up and talk with them. If awakened, the vampire shows a tortured
conscience and claims to not be attacking humans. The vampire will not fight and tries
to escape into the night by turning into a bat.
A driverless wagon careens down the road, pulled by a horse with claw marks on
its flank. // If you desire, the party can hear a cry for help over a nearby hill and there
they find a solo monster of appropriate level and the wounded driver. Otherwise, their
efforts to find beast or survivor prove fruitless. It takes a DC 12 Handle Animal check to
041 calm the horse. On failure, it rushes past and travels 1d3 miles before they can attempt
another Handle Animal check. The cart is in good condition and holds 1d4x100gp worth
of food and trade goods. There is a 25% chance that anyone whom the party talks to in
the area will be able to identify the owner and tell the party where to find the owner’s
family.
You pass the vile-smelling corpse of a giant on the road. When you reach the next
village, there is a feast for the local hero who slew the giant the night before. // A
DC 12 Medicine or Nature check reveals that the giant was extremely ill and might have
042 been dead for several days already. If the party speaks privately with the hero, a DC 11
Charisma (Persuasion, Deception, or Intimidation) or Wisdom (Insight) leads to a
confession that he didn’t really kill it but he’s not cheating anyone. He begs you to keep
the secret.
It is a particularly good area for foraging and you can gather twice the amount of
043 food as normal in half the time. // The party can take a long rest to dry meat and shell
nuts, creating 2d4+1 trail rations.

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While staying in a village, you notice a local bully wearing a very fine sword on his
hip and threatening people with it. // The sword is worth 100gp and the bully refuses
044 to tell anyone where he found it. It takes a DC 14 Charisma (Intimidate) check to get the
bully to stop harassing people, at least while the party is staying in the village. If
threatened with real harm, the bully reveals that the sword was dug up in the graveyard.
Villagers warn the heroes not to be out after dark. There is something that snuffs
out unattended lights and sometimes makes people disappear in the dark. // A DC
15 Arcana or Religion reveals evidence of a dark undead spirit inhabiting the area. A
045 character with the Turn Undead feature can destroy the spirit. Alternately, a ritual caster
who knows the Light cantrip and can travel to a town 2d6X10 miles away and spend
20gp on special materials. The caster can use these materials (which are consumed) to
cast a special ritual that will trap the spirit and destroy it with magical light.
A village is under martial law after a garrison tracked a killer there. // The captain won’t
let the party in unless they agree to help catch the killer. It takes a DC 14 Investigation,
046 Insight, or Deception check to catch the killer. For every failed check, a soldier or villager
is found dead. After five people are killed, the captain disgustedly tells the part members
to leave.
At a crossroads, a small cloaked figure gallops in on a horse. The figure stops long
enough to beg the party to misdirect anyone who might be following, as a matter
of life and death. The figure takes the east road and gallops off. An hour later, a
fighter, cleric, and wizard on foot ask the party if they’ve seen a no good rogue
running away with bulging saddlebags. // If the party tells the truth, the other
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adventurers thank them and if they meet again they tell the party that they caught the
rogue and that they owe them a favor. If the party lies about which way the rogue went,
at a later time the rogue will thank them for helping pay his debt to a crime lord and that
he owes them a favor. A DC 10 Wisdom (Insight) check shows that neither of them are
lying.
You find a tiny inn where the food is incredible and the people are friendly. You
spend a wonderful night with people who pass no judgment, a shining light of
tolerance and happiness that perhaps reminds you there's some good in this
world worth fighting for. // This village can become a haven for the party during the
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rest of the campaign. As long as they do nothing truly infamous, they are welcomed as
heroes and companions. Be wary of burning down places like this as a cheap form of
drama or motivation because it might teach players not to get attached to places or
people in your campaign world.
The fields around this village have been cursed by a hag, though no one knows
how she was offended. If something isn’t done soon, the villagers might be forced
to relocate. // It will take eight uses of the Dispel Magic spell or four uses of Hallow
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spell to lift the curses on the fields. Alternately, a DC 14 Intelligence (Investigation or
Nature) or Wisdom (Perception or Insight) reveals that a villager took a silver necklace
from a forest shrine. If put back, the curse will be lifted.

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You find a village where any nonhumans are regarded with special fear and
suspicion. // If there are nonhumans in the party, the innkeeper asks that the party
move on. If pressed, the innkeeper will let them stay for double the normal price. During
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the night, someone throws rocks through several windows and the innkeeper charges
the party an extra 1d6gp. Any social interactions are at disadvantage, even for human
companions of nonhumans.
You pass through a village that has taken up a very old religion, though they won't
talk openly about it. It might be a form of druidism, but perhaps something
darker. // With a DC 12 Religion, History, or Arcana check, a character can recognize
051 similarities to the worship of an ancient Fey deity who at one time required ritual
scarring and blood sacrifice. There are no signs of anything like that happening in the
village so far. It would take a sustained campaign of several months by someone trained
in Religion to turn the villagers toward another way.
While exploring around a village, you stumble across a hastily buried body in the
nearby woods. // None of the villagers claim to recognize the body but a DC 13 Wisdom
052 (Insight) check reveals that some of them are lying. It turns out to be the body of a
regional tax collector. Killing a tax collector is an extremely serious crime and if word
gets out the village could be put under direct military control for several years.
While camping on the road, a deep, rumbling blast echoes out of the darkness. The
air smells like sulphur and smoke. In the morning you wake up to find everything
covered in a fine layer of ash. Smoke rises from a hill in the distance. // The hill is 3
miles away. There the party can find the remains of magical standing stones blasted
from the hilltop, which has become a bubbling crater of lava. With a DC 14 Arcana check,
a party member can realize the conditions are ripe for a natural rift into the elemental
053 plane of fire, which could devastate the countryside for miles around. The lava spreads
out from the hill at a rate of 1 mile per day and the nearest village is 1d10+2 miles away.
A ritual caster can attempt to close the rift with an Arcana check against DC 13 using a
modified form of one of the following spells: Magic Circle, Protection from Energy, Fire
Shield, or Conjure Minor Elementals. The modified ritual consumes 1d6X50gp worth of
special materials which can be found in a town, city, or with an experienced NPC
spellcaster.
You meet a runaway adolescent who is hungry and just wants to go home. // The
054 adolescent’s home village is 1d6x10 miles away in a random direction. Upon welcoming
the child back safely, the village offers to pay the party 10gp.

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There is a humanoid statue in the center of a village, half white marble and half
black, with a basin of clear water at its feet. Legend says that sometimes during
the half-moon the statue will answer a question to a single individual who
provides an offering. // Water taken from the statue is tasteless and cold. It is treated
as holy water until the next new moon and remains cold until then. If a character
provides an offering (usually coins but this can be anything within reason) roll 1d20. On
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an 18 or higher, the statue comes to life and will answer a single question in twenty
words or less with total honesty and apparent omniscience, though it can only offer
possibilities about the future. If a character offers something truly meaningful (signet
ring, lucky coin, family heirloom, etc.) you may grant them advantage on the roll or
simply declare that it is successful. If the statue answers, the offering disappears. If not,
the offering can be retrieved from the basin and it shines like new.
All roads into the village bear a warning: “No magic allowed on pain of public
whipping.” // Villagers here are hostile toward any character who is obviously a
spellcaster. There are several burly militia who keep the peace but they will not resort to
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lethal force unless provoked. If a party member uses magic in view of a villager, they
must succeed in an attack roll against AC 12 to escape or they will be arrested and
whipped. A whipped character takes 1d6+3 slashing damage and is told never to return.
You meet a trio of rangers who ask if the party has seen evidence of a certain
monster in the area. // Roll 1d6 to see what they are looking for:

1. Medusa
2. Giant
3. Dragon
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4. Undead
5. Orcs
6. Basilisk

The party can accompany the rangers if you want a combat encounter, otherwise the
rangers thank them and move off on their own.
A noble is touring the poorer villages in the area but seems more interested in
appearing charitable than affecting any lasting change. // It takes a DC 12 Charisma
058 (Persuasion), Wisdom (Insight), or Intelligence (History) check to convince the noble
that encouraging happier, healthier people would not only be the right thing to do, but
better economically for the area in the long run.
Laden with stolen goods from a nearby village, mounted raiders see your party
and flee. // Mounted party members, or those with ways to enhance their speed, can
give chase immediately. It takes a ranged attack against AC15 to scare the raiders into
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dropping the loot. Otherwise, characters can find the raiders’ hideout with a DC 13
Survival check. The loot is mostly food with a few simple goods and pieces of
inexpensive jewelry worth 1d6x10gp.

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You meet a fleeing young person without food, money, or other necessities for a
long journey. // Roll 1d6 to see what the young person is fleeing:

1. Arranged marriage
060 2. Life of drudgery
3. Harsh punishment for a small crime
4. Wretched living conditions for the mentally unwell
5. No opportunities for education
6. Hatred for mixed heritage
As the party enters a village, someone shouts "that's them!" Soon people are
shouting and throwing garbage, demanding you leave immediately. // If the
characters have done nothing wrong in this region, it takes a DC 11 Charisma
061 (Persuasion or Intimidation) or Wisdom (Insight) check to get the crowd to realize they
have the wrong party. If there is a legitimate reason the villagers might be upset with the
party, it takes a DC 18 Charisma (Persuasion, Intimidation, or Deception) check to get
them to stop. On failure, the villagers start throwing rocks.
You meet an army captain and six other soldiers escorting a group of young,
unwilling conscripts. // If addressed, the captain will claim that the youths are being
062 conscripted into the regional army to pay back taxes owed by their village in the amount
of 1d6x100gp. It takes a DC 17 Intimidation check to get the soldiers to leave without
taking the conscripts or the amount owed.
While looking for a camp site just off the road, the party discovers an abandoned
religious building with space for a garden. It could be restored to working order
063 with some time and money if someone was willing to be stationed there. // Do the
party members know any religious individuals or organizations that could use the
building? It will take 500gp and six months for a total restoration.
During a lonely stretch of traveling, the party finds a roadside inn. It is the only
building for miles and it once had a glorious reputation. The owners are
hospitable and the food and drink are still excellent, but travel in the area has
064
fallen off and the inn is on hard times. // A company in the region has plans to open a
mine and quarry in the area within a few months and the owners are optimistic. The inn
just needs a few investors or a loan of 1000gp make it until then.
You catch word that a notorious killer, rumored to have supernatural powers, has
fled to this area. Locals are frightened and few will travel the road. // Party
members can make a DC 16 Arcana, Survival, or Investigation check to find out where
065
the killer is hiding. Once found, have all party members make an Attack roll against AC
14. If more party members succeed than fail, or if there is a tie, they defeat the killer. If
more party members fail than succeed, the killer escapes to terrorize a neighboring area.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 12
You arrive at a wide chasm spanned by an impressive stone toll bridge. A collector
sits behind a booth with 2d4 club-wielding enforcers. The toll for using the bridge
is 3sp. It will take an extra two days of travel do go around. // If a party member
questions the toll, the collector will produce paperwork that looks legitimate. It takes a
DC 18 Intelligence (History) or Wisdom (Insight) check to spot a technicality in the
paperwork that means it is out of date. If pointed out, the collector will sulkily let them
pass without paying.

Once on the other side of the bridge, the party meets another collector with the same
number of enforcers who tells them they must pay 3sp each to use the bridge. If the
066
party argues, the second collector will demand to see a receipt. If the party returns to the
first collector, they are told it costs 1sp per character for receipts.

If there is a scuffle, the enforcers will not use lethal force unless the party does so first.
All party members must make an Attack vs AC 12. If more party members succeed than
fail, or if there is a tie, they defeat the enforcers. Otherwise they each suffer 2d6+2
damage and end up on the same side of the chasm where they started. This damage may
knock them unconscious but will not kill them. If the party brings the bridge scam to the
attention of anyone with legal authority in the area, the scammers are gone by the time
the authorities arrive.
Some other plane is bleeding into a 5 mile section of the road. // It takes a DC 13
Arcana check to determine that the plane bleed will cease in 1d6 days. Roll 1d6 to see
how it manifests:

1. Flowers form mouths and sing in an unknown language


067
2. Enormous starfish float among the clouds
3. The hills slowly undualate like waves on the sea
4. The sun turns black and the color of everything is reversed
5. The groud is covered in black sand that reflects instense heat
6. Food is changed into squirming masses of tiny, eyeless fish
Several battalions of the army are passing through the area for the next 1d4
weeks. Inns are full of officers, good camp grounds are taken, and it’s hard to find
anything in stock. // If any member of the party is on the wanted list, there is a 75%
068 chance that someone in the army will recognize them every day. There is a 75% that any
items the characters wish to purchase are out of stock for 1d4 weeks. If any party
member has served in the military, there is a 50% they will run into someone they
know.
A caravan of healers traveling through the area has been robbed. // Party members
can help the caravan by gathering herbs and medicine, donating gold or healing kits, or
069 by hunting down the thieves. It takes a DC 13 Investigation or Survival check to track
down the thieves and it takes 1d4+2 days to apprehend them and return the stolen
goods.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 13
A knight in black armor stands astride the road, crying out that none shall pass
without defeating him in single combat. // If a character challenges the knight, roll

1. Monsters
070 2. Landslide
3. Bandits
4. Flooded river
5. Mysterious challenger
6. Forest fire
As the party prepares to spend the night in a village, an earthquake strikes.
Buildings are damaged and some people are trapped inside. // Party members who
sleep indoors take 2d6 damage. If this damage is 9 or more, that character is also
071 trapped inside a collapsed building. It takes a DC 17 Strength check to get out or it takes
the villagers 1d4 hours to help. There are 1d6x5 villagers trapped in their homes and
characters who help can free 1d6 per hour. Anyone helping does not get the benefits of a
long rest as they work through the night.
In the center of a village stands a magic sword plunged into a stone. An oath is
inscribed on the pommel which promises to wield the sword only in the name of
truth, protection, and justice. At one time, the village enjoyed a great many
visitors who tried their hand at claiming the blade but a generation has passed
since anyone has bothered with it. // Both the stone and sword have a strong aura of
good and abjuration magic and are indestructible. Any good aligned character may read
the oath aloud and try to pull out the sword. If a party member has done something truly
heroic in the service of truth, protection, and justice, they may make a Charisma check
against a DC 15. Paladins and Clerics have advantage on this check. A character who fails
072 to pull the sword from the stone thinks they felt it move a little and may try again after 1
month and after they have performed another heroic deed. On success, the character
pulls the sword free of the stone. The sword is a +1 weapon that allows the use of the
Light and True Strike cantrips. The wielder gains the benefits of the Rustic Hospitality
feature on page 131 of the Player’s Handbook while in this area and is considered
proficient with this sword.

Neutral or evil characters find the hilt too slippery to get a grip. If the wielder ever
knowingly commits an evil act or loses conviction in their own righteousness, the sword
disappears and reappears in the stone 1 month later.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 14
Village hall meetings are being interrupted by terrible wailing, cracking, and
thumping noises beneath the stone floor. They've taken to meeting elsewhere and
no one wants to investigate. // The village elders all claim to not know what is going
on. A DC 13 Intelligence (Investigation), Wisdom (Perception or Insight) or Charisma
(Persuasion or Intimidation) check will reveal that one of the elders was lying about
recently finding a tunnel that leads underneath the village hall. The burial chamber there
073 contained a chest of deeds and documents that could force over half of the current
villagers off of their land and make the elder extremely rich.

A character can use an appropriate spell or a DC 11 Arcana or Religion check to


commune with the unquiet spirits. The spirits want the documents destroyed. The elder
hasn’t technically done anything illegal and offers to split the 20,000gp that stands to be
made by selling the documents in the nearest city.
The area has recently been flooded with refugees. Volunteers, supplies, and extra
coin are needed to help care for them. // Characters with Medicine or tool
074 proficiencies can help by performing their craft for free for a few days. Wealthy nobles in
the area can be induced to help with a DC 13 Charisma (Persuasion or Religion) or
Wisdom (Insight) check.
Many homes and fields in this area stand empty after a recent exodus to nearest
big city. Those villagers left behind are struggling to remain when they must
travel farther every year for supplies beyond the food they can grow. // If the party
075 wants any goods or services beyond food and a place to sleep, (such as a blacksmith or
healer) there is a 75% chance that they can only find it in a town or other sizable
settlement. If they spread the word about the joys of simple living in towns and cities,
the area might start to recover.
Vultures, crows, ravens, owls, and dark birds you can’t immediately identify seem
to be everywhere in this area, always watching you. Any animals traveling with
the party are skittish and locals are frightened. // Travel time with animals is
increased by 25% and Handle Animal checks in this area are made at disadvantage. A DC
076 12 Nature, Arcana, or Religion check allows a character to identify the strange birds as
babd catha, servants of a dark, avian deity. If the party spends 1d4 days observing and
following the movements of the birds, they can find a sizable shrine of animal bones that
reeks of necromantic magic. If the party destroys the shrine, the babd catha disappear
and the bird activity in the area returns to normal.
A frightened noble bounces wildly down the road on a tired horse, calling for help.
After an ambush by bandits, the noble’s bodyguard lies wounded a few miles
away, if the bandits didn’t finish the job. // The bodyguard is 1d6 miles down the
077
road and will die within an hour unless stabilized. The noble is grateful for any help and
promises a reward of 1d6x100gp if the party escorts them to the estate of a friend 20
miles away.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 15
You meet a traveling church on wheels. The shrine is a massive covered wagon
with stained glass windows and drawn by four oxen. // The clerics and priests are
jovial and love nothing more than setting up camp to share food and stories, though few
of them think they might eventually give it up and settle down somewhere. They can
078
provide healing and level 1 Cleric spells for donations of 10gp. Higher level spells might
be available as you determine (see PHB 159). The traveling church makes a circuit
around the region about twice a year. If the party knows of somewhere the church can
be of immediate assistance, they are happy to go.
A boulder comes crashing down the hillside, headed straight for the party. // Have
every character, animal, and wagon make a separate Dexterity save. Characters
proficient in Handle Animal can make a single check for themselves and one animal
instead of the save. Wagons and other vehicles have a Dexterity of 0 and disadvantage
079
on the save. The lowest roll gets hit by the boulder, taking 2d12 damage. A vehicle hit by
the boulder is automatically destroyed. It takes a DC 12 Perception check to spot the
cowardly hill giant who threw the boulder. The party can either confront the giant or
you can have it run away once it sees that some of the party survived its initial assault.
A noble, out for a ride, thinks you are a party of highwaymen and immediately
offers to surrender 100gp of valuables. // It takes a DC 12 Charisma (Persuasion) to
convince the noble that the party does not want the valuables. On failure, the noble
080
drops the valuables in the road and rides off. It takes a DC 10 Charisma (Intimidation or
Deception) to frighten the noble into giving up an additional 100gp worth of valuables
and the horse before fleeing.
Spell casting party members feel a little more tired and unfocused than usual.
About an hour before sundown, you see a sinister looking monolith standing on a
nearby hill. // The nearest village is 3 miles away. Any spellcaster who takes a long rest
within 10 miles of the monolith temporarily loses a spell slot of their choice. Lost spell
081
slots return after a long rest farther than 10 miles from the monolith. The monolith has a
strong aura of conjuration magic and the locals know nothing about it, save they fear to
go near it. It takes a DC 20 Arcana check to discern that the monolith can be dismissed
by expending a Level 3 spell slot.
This village has a master blacksmith. People come from far and wide for services
but the blacksmith believes the village is home. // The blacksmith is happy to repair
party member’s metal equipment at the usual price and can be commissioned to create
082
masterwork custom items or even magical items with the right materials as if he were a
character of Level 6 (see DMG 128). The blacksmith also has extensive knowledge of
metals both mundane and magical and makes related History checks at +8.
A village elder tells you that a nearby farm is harboring a political dissident. The
elder doesn’t want trouble for the family or the area and thinks the dissident
should be quietly removed. There is a bounty for the live capture of the dissident.
// It takes a DC 13 Dexterity (Stealth) to quietly remove the dissident from the family’s
083 barn. On failure, the dissident escapes to another area and the family, hearing the
disturbance, comes out and begs the party not to tell the authorities. If the check is
successful, the party member or members who made the check must succeed in a
Charisma saving throw against a DC 15 or be swayed by the dissident’s arguments long
enough to set them free.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 16
You find an unusual village populated entirely by rich people who have clustered
their manor houses together. // There are professional, armored guards on constant
084 patrol and the large, clean inn charges 5gp per night for room and board. In the small
marketplace, the price for regular goods under 25gp is double and there is a 50% chance
that luxury items (things worth more than 100gp) can be found for purchase.
You meet a wizard looking for a runaway familiar that somehow broke its
summoning spell. // If a character travels with the wizard for a time, they can make
one DC 18 Wisdom (Perception) check per hour. On success, they spot a winged cat on a
085
high tree branch. The wizard coaxes the familiar down and then gives the address for a
bookshop in the nearest town. If the characters stop by for a visit, the wizard will give
them a scroll for any spell of Level 3 or lower.
A village is hard at work building a palisade wall for protection. // The village
086 elders offer free room and board along with xxSP per day for anyone who can help build
the wall or entertain the workers.
All work in a quarry has stopped now that stoneworkers have uncovered an
ancient tomb which emanates fear. The quarry is an important source of income
for several villages in the area. // Anyone who approaches the tomb hears the
tortured wailing of a dark spirit and they begin to hallucinate their worst fears. It takes a
DC 17 Wisdom or Charisma save to withstand the fear and enter the tomb. On failure,
the character approaching the tomb suffers 1d10 psychic damage that cannot be healed
087
while they remain within 30 miles of the tomb. Inside the tomb is an armored skeleton
in full plate armor with a spear driven through its open jaws. The spirit sighs in relief
and dissipates when the spear is removed. Including the full plate, there is 1d4x50gp
worth of gold and jewelry. If you desire, the spear can also be a magic weapon +1 that
makes undead shriek and shy away, adjacent undead can only attack the wielder if no
other enemy to the undead is adjacent.
A raider war party has been seen in the area, massing to attack a village. Their
scouts have started killing people on the roads and in the outer fields. // The
raiders are too many for a regular party of adventurers to deal with. The best hope for
the village of 200 people is help with defense while someone gets word to the army as
fast as possible. The nearest garrison is 40 miles away and it will take the army two days
088
after notice to mobilize and arrive. Party members who remain can help defend the
village against waves of raiders by making an Attack roll against DC 13 once per day. If a
defender fails this check, 1d20 villagers are killed in the attack. If all party members fail
their attack rolls, the village is overrun and destroyed, while the party members barely
escape with their lives.
Just outside a village, there is an abbey known for its healing remedies. It relies on
donations to remain open. // The brothers and sisters of the abbey will treat anyone
who comes in with a Medicine skill check of +3. Unless the matter is life or death, the
wait is 1d4+2 days to be seen. Accommodations are simple but clean. The abbess tells
089 the party that they can always use more herbs, supplies, and money so that they can
serve more. If the abbey receives 50gp, the wait time is cut in half and the Medicine skill
check becomes +5 for the next six months. With enough patronage it could expand and
eliminate wait times. If no party members donate, there is a 50% chance that it will be
forced to close within a year.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 17
A murderous convict who escaped execution is rumored to be at large in the area.
A reward is offered to anyone who brings the convict in dead or alive. // Characters
can find the convict with a successful DC 14 Intelligence (Investigation), Perception, or
Survival check. The convict turns out to be the same race and class as the party member
090
who made the successful (or highest) check and claims innocence. It takes a further DC
18 Intelligence (Investigation) check to find the truth (flip a coin for guilty or innocent).
If this second check fails two days in a row, the convict is apprehended and executed by
another party.
A traveling hairdresser offers a new look to characters in exchange for a few
coppers and an escort to the nearest village. // Receiving a new hairstyle takes an
hour per character and costs 2sp. Roll 1d6 for the result:

1: You hate it, everyone who sees you for the next two weeks notices -1 on social
Charisma checks (no attacks, saves, spells, features, or traits are affected).
091
2-3: It’s fine but nothing special.

4-5: You feel refreshed and confident with your new look.

6: You look amazing and receive many compliments. +1 to social Charisma checks
for the next two weeks (no attacks, saves, spells, features, or traits are affected).
As you approach a village, you see a crudely drawn sign with a skull and the
symbol for plague. A band of military archers has been stationed around the
village with orders to shoot anyone trying to leave. A bonfire in the center of the
village leaves a greasy stain in the sky. // The surviving population of the village is
1d6x25. A character trained in Medicine or healing magic can save 1d8 people per day
spent ministering to them. 1d4 die every day. Any character in the village must make a
DC 11 Constitution save once per day (do not roll for villagers).On success, they gain
advantage on all following saves against the plague in the village.
092
A character who contracts the plague suffers four levels of Exhaustion immediately.
Every day after the first, afflicted characters must rest for 20 hours and make a DC 11
Constitution check. Success removes a level of Exhaustion, failure results in suffering an
additional level of Exhaustion. Characters who receive Medicine checks or magical
healing have advantage.

Characters not trained in Medicine or healing can help by smuggling food and supplies
through the quarantine with a DC 11 (Stealth check). The quarantine is lifted three days
after everyone has been healed or died.
While the party stays in a village, the innkeeper quietly confides that an elderly
noble has died of natural causes upstairs. The innkeeper doesn’t know what to do
with the corpse or valuables and asks your advice. // A DC 12 History check reveals
093 that the deceased noble belonged to a family with an estate in a neighboring area
1d4x50 miles away. Otherwise the party can discover the noble’s identity by showing
the body to an innkeeper in another village or town. The noble’s clothing, signet ring,
and personal effects are worth 2d6x200gp.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 18
The party discovers a village of exiled elves, half-elves, half-orcs, and dwarves. //
The villagers are especially wary of any human, elf, or dwarf adventurers, having been
oppressed by them in the past. Their initial attitude is hostile but not physically
094
threatening. If an elf, human, or dwarf character wishes to win the villagers’ trust, it
takes 1d4+1 visits (roll separately for each player character) over the course of one year,
during which the character must spend at least 5gp on village goods and services.
As the party approaches a village, something seems wrong. It’s far too quiet and
you haven’t seen anyone in the fields. // As the party continues, they see people lying
in the street along with several wild animals and a few rough looking humans. A quick
check shows that they are alive but magically asleep. As they realize this, the party
members begin to feel sleepy themselves (with the exception of anyone immune to
magical sleep). It takes a DC 12 Wisdom or Charisma save to stay awake for each hour
095 they spend within 300 feet of the village. After the first check, party members have
disadvantage on subsequent checks. Once per hour, awake characters can make a
DC14 Wisdom (Perception) check to locate the cause of the magical sleep. A successful
check, or Detect Magic spell, reveals an intricately carved orb floating a few feet above
an open lead chest. Any strike shatters the orb and ends the sleeping spell. Awakened
wild animals and bandits quickly flee. If all party members fall asleep, they wake up stiff
1d4 days later, rescued by an adventuring elf ranger.
A stray animal takes a liking to a member of the party and keeps following them.
// Determine a party member randomly and roll 1d6:
1. Cat
2. Dog
096
3. Fox
4. Skunk
5. Squirrel
6. Pony
Two villages are feuding over which rightfully owns an ancient statuette worth
3,000gp. // Roll 1d4 to see what the statuette is:
1. Ivory goat
2. Mithril tiger
097 3. Jade hippo
4. Adamantine fox
It takes a DC 15 History, religion, or a related tool proficiency to identify which village it
belongs to. With a DC 12 Charisma (Deception) check, the character can convince the
villages that it belongs to neither and that the party will take it to the rightful owners.
The local inn is closed and the party is told to move on to the next village. Many
people around the village are acting strangely, laughing too much or scowling at
party members. Many families look as though they are preparing to leave. Young
people are not allowed to speak to strangers and it is evident they all want
098 travelers to pass through as soon as possible. // A DC 14 Investigation, Wisdom
(Insight or Perception), or Deception check tells a character that the village recently
discovered a vein of gold in a nearby hill. They are trying to keep the news quiet so
locals can profit as much as possible before word gets out. If extorted, they will offer
50gp worth of gold nuggets for the party’s silence.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 19
You spot an alarming amount of smoke on the horizon. // After 5 more miles of
travel, the party finds the smoldering remains of a village burned by raiders. If there are
survivors, they seem to have already made their way elsewhere. If the party seeks
vengeance or justice on the raiders, it takes 1d6+1 days to find them (A successful DC 12
099
Survival check can cut this time in half). Once they catch up, party members can each
make two attacks against AC 13 or two Stealth checks against DC 12. If the party has
more successes than failures, they kill or capture all of the raiders. On a tie or loss the
raiders escape and burn another village in the area in 1d4 weeks.
A remote village is home to a benevolent necromancer who raises skeletons to
work in the fields. While not everyone is exactly happy about it, the village does
seem to be thriving. // The necromancer doesn’t use local skeletons but it won’t be
100 hard to uncover reports of graveyard robbing in the wider region. It takes a DC 20
Charisma (Persuasion), Religion, or Wisdom (Insight) check to convince the
necromancer to give up his ways. If the party tries Intimidation or other aggressive
tactic the necromancer flees the village and sets up in a different region.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 20
Winter
D100 Event
A pack of winter wolves has moved into the area, terrorizing livestock and people.
Travelers forced to sleep outdoors must build a large fire to keep them at bay. // It
001 takes 2d4 days and a DC 14 Wisdom (Nature) or Dexterity (Stealth) check to hunt the
wolves down. On failure, the wolves are driven into a neighboring area which they
terrorize next.
Winter has been especially hard in this area and the villagers look at your food and
equipment with a glint in their eyes. // In this area, NPCs who are not wealthy have their
attitudes downgraded one step. They may treat the party with unkindness or give an air of
002 malice, but it’s actually very unlikely that any villagers will attack armed adventurers
outright. Attitudes can be improved by sharing food, clothing, or other helpful things. A
DC12 Intimidation or Persuasion check can convince some of the local nobilty to send
relief.
Just outside a village, you find blood and tracks in the snow. // A DC13 Wisdom
(Nature or Survival) check allows the party to discern what has happened. Roll 1d4:

003 1. Catch murderer


2. Wolves or other natural predators seized livestock
3. Help a villager get home after a woodcutting accident
4. Monster attack,
Temperatures drop well below freezing all night while the party is between villages.
Water sources, animals, and even prepared adventures are in danger. // All
004
characters and creatures must make a DC 13 Constitution save or suffer a level of
exhaustion that won’t go away until a long rest with sufficient warmth. (DMG 110)
After their village hunting party was attacked by a troll, the elders beg you to go
hunting for the village. // If the party agrees to hunt for the village, they can either
encounter the troll or you can play up the drama by rolling dice behind the screen without
005
one actualy showing up. Hunting takes 1d4 days. Each party member who wants to help
can make a DC11 Wisdom (Survival) or Dexterity (Stealth) check to bring back hunted
game for the village.
Travelling refugees from a different country are running out of supplies. The closest
villagers are wary of them. // There are 1d6x10 refugees. It takes a successful Charisma
(Persuasion), Religion, or History check to convince the villagers to take them in for the
006
winter. The DC for this check is 10+1 for every 10 refugees. On failure, the villagers refuse
but are willing to sell food and supplies. It costs 1gp/refugee to get them enough to get to
the next village or town who will take them in.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 21
A poacher is set to be hanged at noon in 1d3 days. // The hanging will be carried out by
four guardsmen from a nearby noble estate. It takes 8 hours and a DC 15 Intelligence
(Investigation) or Dexterity (Stealth) check to find evidence that the noble’s hunt master
007
deliberately drives game onto the private preserve, making it almost impossible for
villagers to hunt successfully anywhere else. Once this evidence is out in the open, the
noble reluctantly agrees to open the preserve for the season.
Villagers flee the burning remnants of their home. They’ll never make it to the next
village without help and protection. // An attack by raiders forced the villagers out of
008 their homes with only enough supplies to last for 2 days. The nearest village is 1d4x20
miles (assume a speed of about 10 miles per day). The nearby village is willing to send out
wagons that travel 12 miles per day once they are made aware of the need.
The Winter Festival is underway in this area for the next week. // Party members may
compete against locals and each other for a prize of 10gp per win. For any given event, roll
1d20x3 to represent the three local top competitors. Ties split the winnings. One event is
held per day:
1. Endurance ice swimming (Constitution save)
009
2. Ice dancing (Dexterity, Acrobatics)
3. Breaking ice blocks (Strength attack with wooden hammer)
4. Snow sculptures (Intelligence)
5. Hot soup contest (Wisdom, Nature)
6. Music competition (Charisma, Performance)
In a puff of snow, something apparently falls from the sky a little way off the road. //
010 Roll for a trinket (PHB 160). There are no tracks anywhere close by nor any indication of
where it came from.
An unarmed, emaciated ogre with a bad leg stumbles into the village and begs for
food. // The ogre only speaks Giant but can make itself understood by gestures. If given
food but no indication of being welcome to stay, the ogre will shuffle back into the wild
011 after eating. It takes a DC 14 Charisma (Persuasion) or Intelligence (Religion) check to
convince the village to let the ogre stay for the winter. If they do, the ogre becomes a
permanent, productive citizen and learns Common. The ogre is too old and lame to join the
party adventuring.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 22
With a sudden tinkle of bells, a sleigh made of ice and pulled by white reindeer
comes to a stop on the road alongside the party. It is driven by a rotund old fey with a
long white beard and a red velvet robe. // For any party members that have done
something good or heroic recently, without doing anything obviously evil or destructively
selfish, he reaches into the lumpy sack on the back of his sleigh and hands out a brown
paper package tied up with string. Have the character roll 1d6 to see what’s inside:

1. Your favorite food


2. 2d4 Goodberries that never lose their potency (PHB 246)
3. 1d4 Potions of Healing (PHB 153)
012
4. A magic needle that casts the Mending once per day (PHB 259)
5. An old pocketwatch that casts Guidance once per day (PHB 248)
6. Roll once on Magic Item Table B (DMG 144)

The old fey will not answer any questions or converse, he only lays a finger alongside his
rosy nose and gives a chuckle. After handing out gifts, he calls out to the reindeer in an
unknown language and rides over the next hill, leaving no tracks. If attacked, the whole
sleigh disappears in a blast of ice and lightning that deals 5d6 cold damage and 5d6
lightning damage to the attacker and any evil aligned character within 120 feet. If the
attacker survives the blast, their alignment changes to evil.
Villagers warn of an evil yuletide spirit called Krampus who haunts and steals things
from the wicked. // If a party member has done something destructively selfish or cruel
in the last month, or has stolen something from someone who was not trying to kill them,
013 they have terrible nightmares of glowing eyes and horned heads. They are unable to get the
benefits of a long rest for 1d3 days. After the last day, 1d6x10gp worth of their gear goes
missing. Magically sensitive characters (such as a Paladin’s Divine Sense) can feel the
presence of a fiend but will not be able to locate it.
A winter storm has destroyed a bridge over a wide, swift river. However, it looks as
though someone has summoned a bridge of ice wide enough for a wagon. // It takes a
DC 13 Arcana check to tell that the ice bridge was summoned within the last 24 hours and
could collapse at any time. The nearest bridge or ford is over 30 miles away. If characters
decide to cross the bridge, roll 1d8 (-1 for every single creature or vehicle weighing more
than 300lbs on the bridge at one time or for every combination of characters that totals
more than 300lbs. For instance, a halfling on a pony gets -1. Seven gnomes carrying half a
014
halfling also get -1. Seven gnomes carrying half a halfing in a horse drawn wagon get -3.):

1: The bridge collapses and anyone on it is plunged into the river. Characters and
animals are washed a mile downstream before they can get out and suffer 1d4
levels of exhaustion. They will suffer another level of exhaustion every hour until
they spend an hour close to a large heat source.
2-8: You think you hear cracking but the bridge holds.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 23
Just as you are settling down for a meal at the inn, someone runs in saying a villager
has fallen through the ice of the pond. // The villager in need of rescue is 30 feet from
015 shore. It takes a DC 14 Strength or Dexterity check to save the villager. On failure, the
would-be rescuer falls into the pond as well. If someone fails to save a character three
times the character drowns. A spell like levitate can be instantly successful.
There are signs of a terrible winter storm coming. As you prepare to stay the night at
a village inn, a mad old beggar wanders the streets. His shelter has collapsed and he
will probably die without help. No one in town wants to take him in because he has a
reputation for being violent. // It takes a DC 15 Charisma (Persuasion or Intimidation) to
get the innkeeper to take the beggar in, though the party is liable for any damages. The
beggar is filthy and smelly. It takes a DC 16 Strength check to successfully give him a bath
016
and bathers take 3 damage each during the attempt. Twice during the stormy night there is
a 50% chance that the beggar will thrash about and howl, dealing 1 damage to himself,
party members within 5 feet, and a piece of the innkeepers property worth 1d6gp. Music or
soft voices soothe the beggar but loud noises or flashes of light make him scream and
thrash about. If the party wants to give the beggar into the keeping of someone, they will
have to travel to a town or city.
The local inn will trade hunted pelts and meat for your room and board. // A single
017 party member can get room and board for a day with small animal like a rabbit or bird.
Large game like, a deer or elk, is enough for the whole party for a week.
During a blizzard, a villager’s home collapses under the snow with the family inside.
// There are 1d4+1 humans and 1d4 livestock in the collapsed house. It takes a DC 13
Strength check to dig through the collapse and rescue one family member or animal
018 (determine randomly). One check per character per hour. Anyone not rescued in three
hours dies. After the rescue, the village is awake all night shoveling off roofs so that it
doesn’t happen again. Any character who helps does not get a long rest and must make a
DC 11 Constitution save or suffer a level of exhaustion. The blizzard ends around dawn.
A few days before the party arrived, a white dragon gorged itself on livestock and
villagers and then used its breath to freeze half of the livestock that remained. The
dragon is long gone but the villagers could use help. // A neighboring village 1d4x10
019 miles away can be convinced to help with a DC 11 Charisma (Persuasion), Religion, or
History check. The village would heartily welcome any monetary aid. If you desire, the
party can encounter a white dragon of appropriate level in the area preparing to do the
same to another village.
The weather warms just enough for snow to turn into freezing rain. Everything in the
area is covered with a layer of slick ice for the next 1d4 days, making travel difficult
020 and being outside at night dangerously cold. // Travel is at half speed and unattended
animals will die if left outside. Characters without adequate winter gear are in danger.
(DMG 110)

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Spring
D100 Event
Thundering rain starts while the party is 1d4x10 miles from a village. // The
downpour lasts for 1d4 days and the roads are nearly impassable mud for that many days
001
after. Carts and wagons cannot travel, horse speed is reduced by 75% and they risk
breaking a leg. Walking speed is reduced by half.
Some members of the party are suffer an allergic reaction to something in the
vicinity of a village. // Every party member must roll a Constitution save. The party
member or members with the lowest result suffer a level of exhaustion as they develop a
002
runny nose, watery eyes, and coughing fits. The level of exhaustion will not go away until
the party has traveled 10 miles away from the village. It takes a DC 18 Medicine or Nature
check to identify a local weed with small yellow flowers as the allergen.
A village herbalist asks for your help to gather certain plants that bloom during this
003 time of year. // If party members spend eight hours gathering herbs, the herbalist will
make 1d4+2 healing kits for the party.
A late frost kills many plants in the area. Villagers are worried it will set their
planting back and ask if the party can spare any money to help with what is sure to
004 be a hard year. // A party member who donates at least 5gp will be remembered and
hailed as a generous hero the next time they come through town. A character trained in
Nature or Survival can offer helpful advice.
Villagers are rushing to repair a dam before the next rainstorm. If the dam breaks, it
will flood several farmhouses and important crops. // The storm will hit in 1d4+1 days.
005 The dam will be repaired in time if at least two party members work two full days. If a
character has special knowledge to share, like masonry or stonecunning, the village might
even name the newly repaired dam in their honor.
Just a few nights per year, the dreamflower blooms in this area. Supposedly, a potion
brewed from the flower grants dreams that peer through space and time.// It takes a
DC 15 Arcana or Nature check to calculate when and where the dreamflower will bloom.
One check can be made per day and if the party collectively has three failures they realize
the time is already past for this year. On success, they pinpoint a night in 1d6+1 days
during a half moon and gather 1d4 dreamflowers each.

Brewing a number of dreamflowers creates a potion that casts a spell-like effect on the
006
drinker:

1: Guidance
2: Augury
3: Locate Creature
4: Legend Lore
5: Commune or Commune with Nature
10+: Foresight

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Rumor has it there is a fey gardener in a nearby forest who can heal anything for a
price, even lost limbs. It is said, however, that she can only be found by those in true
need. // If the party has a real need, or knows someone who does, they can find the fey
gardener with a DC12 Charisma check by exploring the forest. True need is up to you, but
examples could be a lost limb, a lost sense (blindness, deafness), a curse like vampirism or
lycanthropy, a serious disease that does not respond to healing magic, or impairing mental
007
illness. The gardener will come to the afflicted in a dream and demand payment of
something deeply meaningful. This can be a family heirloom, memories of a certain person,
a skill, an ability point, or something similar. In the morning, the character who paid the
price wakes up with an acorn in the palm. The top of the acorn can be pulled off to reveal
the hollow inside holds a few drops of glowing gold liquid that, when drunk, will heal the
malady.
Thunderstorms have increased in frequency and ferocity. If something isn’t done
soon, it could turn the entire area into an unlivable swamp. Something seems
unnatural about the storm and sometimes the lightning is multicolored. // There is
always a 50% chance of rain and thunderstorms in this area on any given day and the mud
cuts travel time in half. A character who casts Detect Magic, or those with a natural
008 sensitivity like Rangers, Paladins, Warlocks, or Sorcerers, can sense an incredible magic
presence somewhere deeper in the area. After traveling for 1d4 days, the characters
discover a dimensional rift shimmering above the remains of a recently exploded wizard’s
tower. It takes three successful DC 12 Arcana checks to close the rift with a ritual. The
check can be made once per day and the ritual casters must stay within 100 feet of the
tower.
The weather is especially beautiful, reminding some in the party of days like this
009 during their youth. // Characters who share a meaningful memory from their childhood
gain Inspiration.
After a night of drizzling rain, dense fog covers the area. From the corner of your
eyes, you see small shadows darting around. // Fog Mephits (use stats for Steam
Mephits, MM 217) harass the party and try to steal things from them. All characters must
010 roll an Attack against AC 12. Anyone who fails loses 1d6x5gp worth of gear or coins and
takes 2d4 slashing damage. If at least three party members succeed in the attack, the
mephits disperse, otherwise they torment the characters the following day as well, making
it impossible to take a long rest.
During this time of year when most animals are giving birth, any wildlife the
011 travelers discover is especially aggressive or skittish. // Checks for hunting, trapping,
searching, or handling wild animals are at disadvantage for the next 2 weeks.
The ice melting in the mountains turns tiny streams into gurgling brooks. Someone
012 in the party spots a flash of something that a stream seems to have washed down
from higher ground. // Roll for a trinket (PHB 160).

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A village is being terrorized by a griffon. Instead of attacking livestock, the griffon
makes screeching dives at any humans in sight. // A DC 11 Wisdom (Perception or
Insight) or Intelligence (Investigation) check reveals that a young villager recently raided
013
her nest and is hiding the egg in a cellar. It will leave peaceably if the egg is returned. If the
party elects to keep the egg for themselves, the griffon carries a screaming villager off the
next time it attacks.
Local legend tells that during the spring equinox a hag appears somewhere in the
nearby hills but only to a single person. If someone finds her on that night, she is said
to grant a boon for a price. // If not using a calendar, the equinox will happen in 1d6+2
days. Any character who wishes to choose a hilltop and camp alone rolls 1d20. The hag
appears to the character who rolled closest to the number 13, rerolling ties. The hag states
the boon and the price and asks if the character is willing to pay. If they refuse, the hag
disappears with a thunderclap that deals 1d20 psychic damage.
014
Boon Price
1. Increase an ability score by 1 1. Three toes (-5 speed)
2. Gain resistance to fire or cold 2. Two fingers (-1 Dexterity score)
3. Gain a skill proficiency 3. Decrease one ability score by 1
4. Choose two new languages 4. Forget 1 known language
5. +2 on Initiative checks 5. Lose a skill proficiency
6. Hit Point maximum increased by 5 6. Hit Point maximum decreased by 3
The local healer’s supplies keep disappearing. She will pay what little money she has
for whatever herbs or healing supplies the travelers are willing to part with for half
price. // A DC 12 Intelligence (Investigation or Arcana) or Wisdom (Perception) check
015 shows a homunculus has been stealing the supplies for a hermit wizard who lives 10 miles
away. It takes a DC 12 Charisma (Persuasion or Intimidation) to get the wizard to stop. He
grudgingly gives them 2d4 Healer’s Kits, mumbling that he didn’t know where the
homunculus was getting the supplies.
Between villages, the party wakes up to find bootlaces tied together, tree sap on
weapon handles, hair tied in knots, stinkweed in the fire pit, and other pranks have
been pulled on them during the night. // The pranks continue for 3 days or until a
character who speaks Sylvan or Druidic recognizes the tinkling voices of invisible pixies in
016 the area. The pixies can otherwise be discovered by casting Detect Magic, Fairie Fire, Speak
with Animals, See Invisibility, Speak with Plants, or another similar detection spell. Once
exposed, the pixies promise to leave the party alone if they declare which pixie is the
prettiest. After the contest, the losers fly into a tantrum and cast Polymorph on a random
party member, turning them into a goat for 1 hour.
Sustained good weather lifts everyone’s spirits and allows for faster travel. // Travel
017 speed increases by 50% and NPCs they interact with in the area for the next week have
their attitude improved by one step.

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Forest bandits are using the spring foliage to launch more ambushes than normal
and the area has grown dangerous. // There is a 25% chance that any group of less than
fifteen individuals will be attacked by 2d4+4 bandits. If the party spends one week hunting
018
bandits, have each party member make an attack against AC 12. For each success, they gain
5gp in bounties. Five total successes for the party eliminates the bandit problem for the
area.
A nearby village is holding its annual Spring Arts Festival. // For 10gp, characters can
019
commission paintings or statuettes of themselves, creatures, or heroes of legend.
As the party travels along a forest road, the trees grow huge and strange. Forest
sounds change to more sinister and less familiar things. // With a DC 10 Arcana,
Nature, History, or Religion check, a character realizes the party has stumbled into a fairy
020
realm bleeding into the Prime Material plane. It takes 1d3 days to get back to their own
realm, coming out in roughly the same place they were in only to find that 1d3 weeks have
passed. All party members have green eyes for one week after returning.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 28
Summer
D100 Event
A merchant caravan welcomes you to travel with them for a time. // Characters can
001 shop for goods as if they were in a city by trading with the caravan. The caravan travels 12
miles a day and makes a circuit of the region twice a year.
There is an epidemic if itchweed springing up in the area. // All party members must
make a Wisdom (Perception or Survival) or Intelligence (Nature) check. The party member
002 with the lowest score develops an itchy rash that spreads from head to foot and suffers a
level of exhaustion that will not go away for 1d4+1 days. If there is a tie, both characters
develop the rash.
The party hears a great commotion in a copse of trees off the side of the road. It
sounds like a festive gathering. // It takes a DC 12 Dexterity (Stealth) check to
investigate. If more party members fail than succeed, the noise stops and the characters
find nothing but an empty clearing. If more party members succeed, or if there is a tie, they
003 discover a long table of fey and talking animals toasting the season. The creatures welcome
the characters but demand to be entertained. A character may perform any skill check they
desire against a DC 12. On success, they are invited to eat and drink from the table of
fantastic and strangely colored food. Characters who eat and drink with the fey have no
need of food or sleep for three days and gain the benefits of a long rest.
It is the night when local druids gather for a wild celebration on a nearby hilltop. //
Any barbarians, druids, rangers, clerics of nature, or warlocks in the party may attend the
004
celebration. After a night of singing and dancing, they leave with 10 Goodberries each(PHB
246). The berries last for one month.
A fishing village on a lake is overrun with young, wealthy tourists. // The price of
005
everything is double but the village seems to be prospering.
When the moon is full in this area, rumor has it that animals can speak Common. //
The rumor is true, though few animals have anything interesting to say. If you are not using
006
a campaign calendar, the next full moon is 3d4 days away. The source is a monolith of pale
rock that shines like silver in the moonlight.
The heat is unbearable. Staying in the sun for hours threatens travelers with
exhaustion. // The party must travel at half speed or make DC14 Constitution saves every
007
hour. On failure, the character suffers a level of exhaustion. The heatwave passes in 2d4
days.
A brushfire threatens to reach a village in 1d4 days. Villagers could use help fighting
the fire and cutting fire lines. // It takes a full day of labor to help the village prepare.
008 They offer free food and lodging for the help and will remember when the party passes this
way again. If the party finds a way to put the fire out completely they will be heroes to the
area.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 29
A recently extinguished forest fire has created the perfect conditions for the magical
fireflower to grow. // If the adventurers hurry and are willing to sift through the ashes,
they can find some fireflowers. It takes a DC 15 Wisdom (Perception) or Intelligence
009
(Nature) check to find 1d4 flowers. Characters are allowed one check per day for three
days. One fireflower can be turned into a paste that grants fire resistance for 8 hours. Two
fireflowers can be turned into a Potion of Fire Breath (DMG 187).
You meet a caravan that’s had a recent run of bad luck. Most of their water barrels
were broken in an accident and the nearest village or water source is still 20 miles
away. // There are 2d6+1 people in caravan and six horses. They are afraid to push the
010
already tired and thirsty horses too hard and must travel at 10 miles per day. Characters
can offer their own water and/or race to the village for help. The grateful caravan will offer
1d6x10gp worth of goods and supplies as a reward.
Buzzards gather around the corpse of a recently dead adventurer. // Whatever killed the
011 adventurer ate most of the body but left the equipment worth 1d6x20gp intact as well as
something from Magic Item Table A (DMG 144)
A red dragon has taken up residence on a nearby mountain. Every few weeks she sets a
village on fire and eats her fill of livestock and villagers. // The dragon can be of any size
012 and age appropriate for the party. Alternately, the dragon could be well beyond the party’s
capability and instead it’s up to them to travel back to the city and find a hero of sufficient
skill to slay the beast with a Charisma (Persuasion) check against DC 16.
You spot the remains of a terrible battle. Passersby can help look for the wounded,
bury the dead, or engage in some unscrupulous scavenging. // Army officials will show
up in 1d6 hours but do not tell the party when they will arrive. Scavengers can carry away
013 1d6x10gp worth of coins, jewelry, and equipment per hour. Characters who help the
wounded or bury the dead will receive the thanks of the army and a written
commendation. Anyone scavenging equipment must leave before the army shows up or
face a 200gp fine for stealing army equipment.
You meet an old centaur hermit on the road who tells you that the stream by his
dwelling has dried up. If you share some water and help him find a new dwelling
with a sufficient water source, he offers to read the omens of nature for you. //
Helping the centaur requires spending at least one full day traveling off the road and a
014 successful DC 13 Intelligence (Nature) or Wisdom (Survival) check. The check can be made
once per day. Once settled, the old centaur reads each of the characters’ fortunes if they
desire. Have each participating character roll 1d20. Within the next week, the character
may recognize the old centaur’s foretelling and use that number for any attack, skill check,
or saving throw by the character or an enemy within 60 feet.
This area is crossed by well-engineered, ancient roads. // Travel in in this area is
015 reduced by one third. Villages and towns here a bit more prosperous and a character
looking for something specific to buy has advantage on finding the item.
The wind blows a screeching dust mephit across the road. It drops something on the
016
ground before disappearing over a hill. // Roll for a trinket (PHB 160).

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 30
A large tree has fallen across the only road for miles and the ground around is
difficult. It could impact vehicle travel in the area badly until it is removed. //
017 Characters on foot can clamber over the trunk but it takes mounted travelers an hour to get
around. It takes half a day for the party to remove the tree unless they use extraordinary
means.
Just off the road, you discover a shaded fishing hole. // If the party fishes for the evening,
they catch enough fish to dry into 2d6 trail rations. On the last cast of the evening, have
every fishing character make a Charisma check. The character with the highest roll pulls
018 out a translucent blue fish which answers one question as the Commune spell (PHB 223),
before fading away.

No other fish can be caught in the fishing hole until a year and a day has passed.
You pass a large architectural dig, unearthing ancient bones and items. They will pay
1gp per day for labor and 3gp for anyone trained in History, Religion, or stonework.
// If the party spends at least two days with the dig, have each character roll 1d20.
019
Characters trained in History, Religion, or have knowledge of stonework have advantage.
The character with the highest roll finds a magic item from Table F (DMG 146). It’s up to
them whether to give it to the archeologists or keep it secretly for themselves.
While staying in a village during a new moon, the stars start disappearing one by
one. The villagers are alarmed at what it could mean and start to panic. // No one is
020
able to rest during the uproar. A member of the party can comfort the villagers with a DC12
Intelligence (Religion) or Wisdom (Insight) check. The stars reappear close to dawn.

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Fall
D100 Event
Rumor has it that an army of elves have put a local forest under their protection and
that they shoot at anyone who comes near it. The villagers need wood and meat for
winter. // If the party decides to investigate the woods, roll dice behind the screen and
then announce that an arrow flies from the trees and misses them. It takes a DC 16 Wisdom
001 (Perception) check to see a green cloaked figure disappear into the woods. They roll can be
made once per hour with arrows continuing to miss them each time they roll. If anyone in
the party speaks Elvish or Sylvan aloud, a single elf will step from behind a tree and confess
that there is no army, she has just been terrorizing the humans for amusement. She agrees
to leave the area if asked.
Someone is killing wild game and livestock with a crossbow but leaving their
carcasses behind. // An investigation in the area reveals a wizard’s tower a short way into
the forest. The abrasive wizard there says he knows nothing about it but a DC 13 Wisdom
(Insight) check makes the party think he is lying. Further investigation or questioning
reveals that the wizard’s experimental hunting golem has gone rogue. He will pay 200gp
002 and perform 3 rituals for free (max level 5) if they will retrieve the golem and not tell
anyone about it. If pressed, he will pay 100gp more but will not perform rituals for them in
the future. It takes a DC 17 Dexterity (Stealth), Wisdom (Survival), or Arcana check to
deactivate the golem and carry it back to the wizard. Checks can be made as often as
players desire but failure means the golem hits them with a crossbow bolt for 1d8+2
damage before escaping again.
Villagers are starving after a bad harvest season. The noble who owns the nearby
forest has rangers who kill people for poaching or foraging. // It takes a DC 15
Wisdom (Insight), Charisma (Persuasion or Intimidation), or Intelligence (History or
003 Religion) check to convince the noble to let the peasants use the forest this year.
Alternately, the party can give the village gold to buy supplies or they can kill the two
rangers with successful DC 13 Stealth checks. If a ranger survives the attempt, they will
alert the noble who alerts the military.
A strangely glowing stag runs across the road and disappears into a copse of trees. In
a crackling burst of fallen leaves, a Fey King appears driving a chariot drawn by
boars and asks which way the stag went. // If the party tells the King the truth, he leaves
his boon: Each party member may curse a single enemy in the King’s name and cast the
004 Bane spell once as a bonus action before the first day of winter.

If the party deceives the King, he drives off without thanking them. Later that night, the
stag appears to the party and leaves her boon: Each party member may cast the Bless spell
(target self only) once as a bonus action before the first day of spring.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 32
Towns and villages in the area are celebrating Harvest Festival all week. Food, drink,
and good company are easy to find. // Party members may compete against locals and
each other for a prize of 10gp per win. For any given event, roll 1d20x3 to represent the
three local top competitors. Ties split the winnings. One event is held per day:
1. Stump sitting (Constitution save, d20 result is number of hours spent sitting on a
005 stump without food, water, or standing up)
2. Log rolling on the water (Dexterity, Acrobatics)
3. Tree chopping (Strength attack with great axe)
4. Wood carving (Intelligence)
5. Pastry baking (Wisdom, Nature)
6. Poetry contest (Charisma, Performance)
Villagers advise you to stay out of the woods tonight where witches from all over the
region will be gathering. // Any druids, wizards, sorcerers, rangers, clerics of nature,
006 gnomes, or wood elves in the party are welcome to attend. Here they can learn magical
news, have advantage on checks to research magical knowledge, find new spells, and make
contacts or form Bonds in the regional community.
As you watch the stars at night, you witness a falling star flash on impact with the
horizon. // If the party leaves immediately, it takes 3d6 hours to find the spot. There they
007 find a lump of star metal that can be fashioned into a +1 weapon or implement if they find a
magically skilled blacksmith (see SMG 128). If the party delays longer than one hour they
find only a crater.
A copper dragon has nested down in a nearby forest for winter and locals are afraid
to hunt or gather wood. // If the party ventures into the woods respectfully, they meet
008 the copper dragon who has no intention of keeping people out of the forest as long as they
stay well away from her cave. It takes a DC12 Charisma (Persuasion) check to convince the
locals it’s safe to be in the forest.
You meet a pair of travelers, a half-elf and a dwarf, who ask if they can camp with the
party for the night. // If the party lets them camp, they reveal that they are treasure
hunters. They claim that during Fall golden apples can sometimes be found in a nearby
forest. It takes a DC 25 Intelligence (Perception or Nature) check to find a golden apple and
party members can make one roll per day, including 1d20x2 for the treasure hunters. The
DC for the second day is 20 and 15 for any day after. Once one or more characters find an
009 apple in a single day, no more apples can be found.

The apples are on the ground and it is impossible to tell which tree it came from. The
apples appear heavy and metallic, but somehow still organic. They are worth 500gp each. A
DC 20 Arcana or Nature check reveals that if a character bites the apple it will cure any
disease and restore a character to full hit points. After the first bite, the metallic lustre
fades and it becomes a normal apple.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 33
A band of centaurs has moved into the area to hold traditional contests of strength,
agility, and speed where their ancestors did generations ago. However, they are
trampling the fields of a nearby human village. // It takes a DC17 Charisma
010 (Persuasion) check to get the centaurs to find a nearby field that isn’t being used for
farmland. If a character impresses them with a feat of strength, agility, or speed, they may
have advantage on the Charisma check. The check can be made once per day and after
three failed checks the centaurs grow hostile.
After a very prosperous year, villages in the area cannot possibly pick all of the fruit
and nuts from their orchards. They invite travelers to help themselves. // The party
011
does not need to roll to forage in this area. If they spend a day, they can gather the
equivalent of 1d6+3 trail rations each in fruit and nuts.
Local hunters and woodsmen are being tormented by a trio of teasing dryads.
Enchanted villagers sometimes disappear for days and then return home exhausted
and confused without food, wood, or herbs to show for their time. The village will
012
suffer during the coming winter if this goes on. // The dryads think it’s all in good fun
and it takes a DC 13 Charisma (Persuasion or Intimidation) check to get them to leave the
villagers alone. Someone who speaks Elvish or Sylvan gets advantage on the check.
Along a forest road, you see a young noble and his two guards searching through the
fallen leaves. // The distressed young nobles will be in terrible trouble for going home
without his signet ring, again. He will give 100gp to the character who helps find it
013 somewhere on the forest floor. It takes a DC 20 Wisdom (Perception) check to find it, one
check allowed per hour. Searching has disadvantage after nightfall in 1d4+2 hours. If the
ring is found, the elated young noble invites them back to his country manor for dinner and
lodging.
You meet a wounded hermit who has been chased out by superstitious villagers. // If
the party treats his wounds and gives him some food, he invites them to a special event in
the forest. If they attend, they witness the dying of an ancient dryad. Her tree is withered
014 and bent, preparing for the final winter. The forest is filled with creatures of the forest
other dryads. They all sing beautifully mournful songs late into the night as ancient dryad
touches all in attendance, leaving a final blessing. Characters who attend respectfully gain
Inspiration.
A battalion of soldiers has set up camp along the road, headed home for the winter.
They are weary from marching and fighting and would greatly appreciate any stories
or entertainment that the party could offer. // The soldiers share their food freely,
though it’s nothing fancy, and they are good company. If the party behaves well, the captain
is grateful for the morale boost and offers the party a favor if they need something in the
015
future.

Of course an unscrupulous person could fleece the soldier’s in gambling or sneak in for
some plunder after dark. It takes a DC15 Stealth check to steal 1d6x10gp worth of coins,
treasure, and equipment. On failure, the character escapes but is put on the wanted list.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 34
The road through the hills is completely blocked by a large, smelly herd of sheep and
cattle being driven to winter pastures. A toothless old shepherd cackles and shrugs.
016
// If the party rides horses, they lose 1d6 hours of travel time. If the party has a cart, they
lose 3d6 hours of travel time.
You meet a ragged traveler who claims he was a minstrel until he was attacked by
bandits and left for dead. The traveler’s voice is harsh and he says an illness ravaged
his throat so that he cannot sing. // He asks for help to afford a new instrument and
017
clothes so that he can make it through the winter. If given an instrument, he plays it
brilliantly and astounds the party with his technical skill. He promises to repay them in the
future.
A roadside monastery allows travelers to stay for free, they only ask for help with
018 chores including foraging for food and gathering firewood. // The monastery can also
offer medical attention and research into religious or historical subjects.
While setting up camp in the woods, one party member notices a sizable door in the
side of a tree, big enough for a medium creature to crawl through. // The door opens
into pure black nothing. If a party member fully enters the door, they discover a pocket
019 dimension lodge that comfortably fits up to eight people. The lodge is well stocked but
looks as if it hasn’t been used in weeks. Anything taken from the lodge disappears when
touched by sunlight or moonlight. The party never meets anyone else using the lodge. If the
tree is moved or destroyed the door disappears.
A village is holding its annual dancing contest. // Roll 1d20x3 to represent the village
dancers. If a party member can beat the villagers with a Dexterity (Acrobatics) or Charisma
020 (Performance) check, they are crowned the Harvest Monarch and given a bronze circlet of
autumn leaves. They are expected to come back next year and judge the contest and pass
on crown and title. A DC 15 Arcana check reveals that the crown is magic and grants +1 AC.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 35
Appendix 1: Town & Village
Record Sheets
Burnoc
Name:____________________________________________________________

Armont
Region:__________________________________________________________

Norcambrian City-States
___________________________________________________________________

Industries/Imports/Exports___________________________________

Nearby iron mines, new nobles pay


___________________________________________________________________

extra for luxury goods


___________________________________________________________________

___________________________________________________________________

Temple of Serene Blessings,


Locations:_______________________________________________________

Belsin Estate, The Bilious Boar


___________________________________________________________________

___________________________________________________________________

___________________________________________________________________
Sheriff Alder, Mayor Kelendra (half-elf)
NPCs/Organizations:____________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

The Masked Monks hideout is beneath the Temple in the sealed catacombs.
_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

Sheriff Alder asked the PCs to look into the link between the Masked Monks and
Notes:_____________________________________________________________________________________________________________________________________

the sudden appearance of several aberrations in the marketplace.


_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________
Havarra is distantly related to the Belsins
_____________________________________________________________________________________________________________________________________________

Ragor the Barbarian no longer welcome at The Bilious Boar


_____________________________________________________________________________________________________________________________________________

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 36
Town Record Sheet
Name:____________________________________________________________

Region:__________________________________________________________

___________________________________________________________________

Industries/Imports/Exports___________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

Locations:_______________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

NPCs/Organizations:_____________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

Notes:______________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

_____________________________________________________________________________________________________________________________________________

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 37
Villages Record Sheet
Area:____________________________________________________________

Village:__________________________________________________________

___________________________________________________________________

Notes:____________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

___________________________________________________________________

Village:________________________________________________________ Village:________________________________________________________

__________________________________________________________________ __________________________________________________________________

Notes:__________________________________________________________ Notes:__________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

__________________________________________________________________ __________________________________________________________________

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 38
Appendix 2: Area Names
Town Names NPC Commoners Inns & Taverns
1. Ambrimor 1. Ivan 1. Axe & Scepter
2. Banton 2. Hader 2. Brant’s Place
3. Charrington 3. Gander 3. Coathanger
4. Delbin 4. Brinton 4. Four Daisies
5. Everwind 5. Amble 5. Windy Ogre
6. Indleton 6. Cherly 6. Brass Ram
7. Greymar 7. Dandon 7. Ivory & Emerald
8. Jorguntown 8. Elmy 8. Eagle’s Crown
9. Helmfit 9. Frent 9. Blind Mermaid
10. Lowdon 10. Mitzy 10. Pelican
11. Myndin 11. Rojer 11. Tiger’s Den
12. Nivence 12. Hallie 12. Veiled Lady
13. Openfells 13. Ralf 13. Lord Liverby’s
14. Pellonbrook 14. Lawry 14. Fallen Fez
15. Rakenridge 15. Mason 15. Tricorn
16. Shandie 16. Nerdly 16. Soldier Star
17. Targol 17. Oseph 17. Half a Hat
18. Valer 18. Primble 18. Copper Fox
19. Xornborough 19. Annis 19. Jemmie’s Taproom
20. Zinkin 20. Zand 20. Twin Stags

Village Names NPC Nobles and Officials Town Features


1. Haverwell 1. Raden Hornby 1. Unusual market goods
2. Gildy 2. Conlin Fantus 2. Thriving criminal empire
3. Wester 3. Reginald Griff 3. Competing churches
4. Easby 4. Willem Downdry 4. Infamous prison
5. Gladden Flats 5. Barnard Mezzilen 5. Rare book store
6. Yellow Creek 6. Lanton Taricco 6. Well-maintained streets
7. Anden 7. Jenson Havelot 7. Elite town guard
8. Boarshome 8. Marlo Danderfraff 8. Foreign embassy
9. Capsber 9. Wulfster Mandelor 9. Famous foods
10. Draven 10. Othon Fandomeer 10. Wealthy retirees
11. Norfinch 11. Imbella Castoleer 11. Every street lined with trees
12. Limberdon 12. Randoma Namela 12. Public bathhouses
13. Nexturn 13. Kadelyn Saphris 13. Built over ancient ruins
14. Sirby 14. Artiga Vatari 14. River through the middle
15. Radden 15. Millindra Jephis 15. Rooftop gardens
16. Switwer 16. Elsbeth Iokan 16. Reputation for parties
17. Tandle 17. Clarissa Wylder 17. Strict curfew after dark
18. Vorla 18. Althia Angolar 18. Religious pilgrims
19. Undersky 19. Gundris Brevamor 19. Sophisticated postal system
20. Shaler 20. Seldra Candlemor 20. Breathtaking countryside

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 39
Appendix 3: Town Dweller Stats
Acolyte Priest
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 10 Armor Class 13 (chain shirt)
Hit Points 9 (2d8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 25 ft.
STR DEX CON INT CHAWIS
11 STR DEX CON INT WIS
CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) (+0) 13
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Skills Medicine +7, Persuasion +3, Religion +4
Languages any one language (usually Common) Senses passive Perception 13
Challenge 1/4 (50 XP) Languages any two languages
Spellcasting. The acolyte is a 1st-level spellcaster. Its
Challenge 2 (450 XP)
spellcasting ability is Wisdom (spell save DC 12, +4 to hit
Divine Eminence. As a bonus action, the priest can
with spell attacks). The acolyte has following cleric spells
expend a spell slot to cause its melee weapon attacks to
prepared:
magically deal an extra 10 (3d6) radiant damage to a
Cantrips (at will): light, sacred flame, thaumaturgy 1st
target on a hit. This benefit lasts until the end of the turn.
level (3 slots): bless, cure wounds, sanctuary If the priest expends a spell slot of 2nd level or higher, the
extra damage increases by 1d6 for each level above 1st.
Actions
Spellcasting. The priest is a 5th-level spellcaster. Its
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one spellcasting ability is Wisdom (spell save DC 13, +5 to
target. Hit: 2 (1d4) bludgeoning damage. hit with spell attacks). The priest has the following
cleric spells prepared:
Acolytes are junior members of a clergy, usually Cantrips (at will): light, sacred flame, thaumaturgy
answerable to a priest. They perform a variety of 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd
functions in a temple and are granted minor
level (3 slots): lesser restoration, spiritual weapon 3rd level (2
spellcasting power by their deities.
slots): dispel magic, spirit guardians

Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.

Priests bring the teachings of their gods to the


common folk. They are the spiritual leaders of
temples and shrines and often hold positions of
influence in their communities. Evil priests might
work openly under a tyrant, or they might be the
leaders of religious sects hidden in the shadows of
good society, overseeing depraved rites.

A priest typically has one or more acolytes to help with


religious ceremonies and other sacred duties.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 40
Commoner
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.

STR DEX CON INT CHAWIS


10
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 0 (10 XP)

Actions
Noble
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage. Medium humanoid (any race), any alignment
Armor Class 15 (breastplate)
Commoners include peasants, serfs, slaves, servants, Hit Points 9 (2d8)
pilgrims, merchants, artisans, and hermits. Speed 30 ft.

STR DEX CON INT WIS CHA


16
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) (+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP)

Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.

Reactions
Parry. The noble adds 2 to its AC against one melee
attack that would hit it. To do so, the noble must see the
attacker and be wielding a melee weapon.

Nobles wield great authority and influence as


members of the upper class, possessing wealth and
connections that can make them as powerful as
monarchs and generals. A noble often travels in the
company of guards, as well as servants who are
commoners.

The noble’s statistics can also be used to represent


courtiers who aren’t of noble birth.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 41
Town Watch or Guard
Medium humanoid (any race), any alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT CHAWIS


10
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) (+0)

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing Scout/Forest Ranger
damage, or 5 (1d8 + 1) piercing damage if used with two Medium humanoid (any race), any alignment
hands to make a melee attack.
Armor Class 13 (leather armor)
Guards include members of a Town Watch, sentries, Hit Points 16 (3d8 + 3)
caravan guards, and the bodyguards of merchants Speed 30 ft.
and nobles.
STR DEX CON INT WIS CHA
11
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on


Wisdom (Perception) checks that rely on hearing or
sight.
Actions
Multiattack. The scout makes two melee attacks or
two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Scouts are skilled hunters and trackers who offer


their services for a fee. Most hunt wild game, but a
few work as bounty hunters, serve as guides, or
provide military reconnaissance.

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Thug/Body Guard
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor) Hit
Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT CHAWIS


11
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll


against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t
Veteran/Bounty Hunter
incapacitated.
Medium humanoid (any race), any alignment
Actions
Armor Class 17 (splint)
Multiattack. The thug makes two melee attacks.
Hit Points 58 (9d8 + 18)
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft.
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, STR DEX CON INT WIS CHA
range 100/400 ft., one target. Hit: 5 (1d10) piercing 10
damage. 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) (+0)
Skills Athletics +5, Perception +2
Thugs and bodyguards are ruthless enforcers skilled
Senses passive Perception 12
at intimidation and violence. They work for money
Languages any one language (usually Common)
and have few scruples.
Challenge 3 (700 XP)

Actions
Multiattack. The veteran makes two longsword attacks. If
it has a shortsword drawn, it can also make a shortsword
attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage.

Veterans are professional fighters that take up arms


for pay or to protect something they believe in or
value. Their ranks include soldiers retired from long
service and warriors who never served anyone but
themselves.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 43
Bandit/Raider Bandit/Raider Captain
Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment
Armor Class 12 (leather armor) Armor Class 15 (studded leather)
Hit Points 11 (2d8 + 2) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0)14 (+2)
Senses passive Perception 10 Saving Throws Str +4, Dex +5, Wis +2
Languages any one language (usually Common) Skills Athletics +4, Deception +4
Challenge 1/8 (25 XP) Senses passive Perception 10
Actions Languages any two languages
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., Challenge 2 (450 XP)
one target. Hit: 4 (1d6 + 1) slashing damage. Actions
Light Crossbow. Ranged Weapon Attack: +3 to hit, range
Multiattack. The captain makes three melee attacks:
80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage. two with its scimitar and one with its dagger. Or the
captain makes two ranged attacks with its daggers.
Bandits and Raiders rove in gangs and are sometimes Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
led by thugs, veterans, or spellcasters. Not all bandits
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
are evil. Oppression, drought, disease, or famine can reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
often drive otherwise honest folk to a life of banditry. 3) piercing damage.

Reactions
Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.

It takes a strong personality, ruthless cunning, and a


silver tongue to keep a gang of bandits in line. The
bandit captain has these qualities in spades.
More than treasure, a bandit captain craves infamy.
A prisoner who appeals to the captain’s vanity or ego
is more likely to be treated fairly than a prisoner who
does not or claims not to know anything of the
captain’s colorful reputation.

Not for resale. Permission granted to print or photocopy this document for personal use only . Seasonal Random Events 44

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