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Credits:
Written by: John Scott and Terry Herc
Creative Consultant: Nick Pengilley
Special thanks: Chris I, C.J. M, Heather M, Jared G, Jason R, Sean M
Distributed by www.drivethrurpg.com
Illustration credits:
Meeting Humbert
Humbert spends most of his days experimenting in his
tower, but he does venture into town (much to the fear of the
locals). Here are some places Humbert might be encountered:
• At the library or archives, arguing with the archivists
about why he should be able to borrow volumes before
returning the previous books checked out months ago
(since he’s so reliable and trustworthy)
• At the town square bounty board, posting requests for test
subjects and assistants for various experiments, ads offering
tutelage and wizardly services, or a missing poster featuring
his familiar (with no promise of reward)
• At the city guard house, demanding the release of
confiscated materials (which are his by right and by law,
dammit!)
• Leaving the local tavern after being denied service as a
result of a previous visit, wherein he drank too much and
drove away all the patrons (with an impromptu magic
show/stand up comedy routine)
• At the supply store or market, his arms full of cleaning
supplies muttering about some awful mess that needs
cleaning up (that certainly wasn’t his fault!)
This is a 2-hour adventure suitable for 3 to 5 characters of 3rd level. If
you want to increase the difficulty of the encounter, you can change
the number of spiders in each area of the tavern from 1d6+2 to 2d6+2.
Wardstone Jar
Wondrous item, rare
This wide mouth jar is inscribed with faintly glowing runes
and has a swinging lid. The area inside the jar is warded, creating an
anti-magic field that prevents all magical travel to another plane.
This effect ends if the jar is broken or otherwise damaged.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in
Section 7 of the OGL, and are not Open Content: Professor Humbert Drumsley, Copper Carrot.
All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as follows:
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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LICENSE
Short Encounters for
Characters of Any Level
by Various Authors
SO, A CLERIC AND A VAMPIRE
WALK INTO A TAVERN…
A series of short encounters and story hooks
that may cause your party
to question the safety of their local tavern…
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are prop-
erty of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
There’s Always a Tavern…
Inevitably, the party will end up in a tavern. But how can you make this tavern different from all the
others? Make it memorable with an out of the ordinary encounter.
Within are several unusual circumstances, highlighted by some unlikely tavern visitors. Designed
for many different levels of play, these encounters are built to intrigue and perhaps puzzle your
players. In any case, they will be encounters your party is sure to remember.
Note: For each of the encounters, text within a box is intended to be read aloud or paraphrased.
Where necessary, book and page references are given for monster stats and specific items.
Table of Contents
So, a Cleric and a Vampire Walk into a Tavern… So, a Group of Adventurers Walk into a Tavern...
by Alan Tucker . . . . . . . . . . . . . . . 4 by Jeromy Schulz-Arnold . . . . . . . . . . 12
Alan is the author of several products on the Jeromy is a veteran adventure author with several
DMsGuild, including the bestselling adventure: products on the DMsGuild, highlighted by the
Tentacles. Why Did it Have to be Tentacles? bestseller: 101 Adventures
So, a Dwarf and an Elf Walk into a Tavern… So, a Rat Walks into a Tavern and the Serving
by R P Davis . . . . . . . . . . . . . . . . . 5 Girls Run Out...
R P Davis is the author of a number of DMsGuild by Eddie Gioffre . . . . . . . . . . . . . . 13
titles, including the bestseller You Can Try - Tips Eddie has previously written for Polyhedron
on becoming a better DM. magazine and the D&D Adventurer’s League
website. Find him on Twitter @dmfumbl.
So, a Dragon and Some Kobolds Walk into a Tavern...
by Alex Clippinger . . . . . . . . . . . . . . 6 So, a Party of “Victorious” Adventurers Walk
Alex Clippinger is a Guild creator who has made Into a Tavern…
both stuff and things. by Tony Petrecca . . . . . . . . . . . . . . 14
So, an Insensitive Bard Walks into a Tavern... Tony is the author of several DMsGuild best
by Aaron M. Lopez . . . . . . . . . . . . . . 7 sellers, including his compilation Amazing
Adventures!
Aaron has been an RPG fan since 1978 and has
written an adventure for Baker Street Roleplaying in So, a Girallon Wearing a Headband of Intellect
the World of Sherlock Holmes by Fearlight Games. Walks into a Tavern…
So, a Darkling and an Eladrin Walk into a Tavern... by Jeff C. Stevens . . . . . . . . . . . . . . 15
by Michael Lippert . . . . . . . . . . . . . . 8 Jeff is the author of several products on the
DMsGuild, including the bestselling supplement:
Michael should be an easy encounter at CR 1/2,
Encounters in the Savage Cities.
as this is his first contribution to the DMsGuild.
So, a Barbarian Walks into a Tavern…
So, a Werewolf and its Prey Walk into a Tavern...
by Matthew Gravelyn . . . . . . . . . . . . 17
by Beatriz T. Dias . . . . . . . . . . . . . . 9
Matthew is a relatively new DMsGuild author,
Beatriz started writing quite recently and is the
having recently released sources for playing dog
author of Gold Knife Bandits.
centaurs and bears.
So, Some Adventurers and You Walk into a Tavern... Appendix
by Tim Bannock, inspired by Glen Cooper . . 10 Tavern names . . . . . . . . . . . . . . . . 18
Tim is the author of the adventure Modrons,
Mephits & Mayhem, as well as the platinum-
selling Old School Hacks rules supplement series.
The door slams open, and a dwarf voice bellows, The dwarf rocks back and forth on his stolen
“Ale! Bring ale! This elf needs schoolin’!” barstool. “Whoa,” he burps. “I shoulda stuck to
water… How many o’ you is there? Three? I need
A dwarf, who more closely resembles a broad- to… to…”
shouldered beard with a helmet than anything
else, is dragging a tall, sandy-haired elf into the His voice trails off, his eyes cross, and he not so
tavern like a determined tugboat towing a sleek much falls over as loses structural integrity and
schooner. The elf, who is wearing green and oozes onto the sticky floor.
brown leathers and a bemused grin, appears If the dwarf loses before the elf, the elf concedes
willing to accompany the odd dwarf. with a smile, picks up his companion, and
weaves out the door, singing a rather interesting
The dwarf shoves a couple of humans off
song about a badger and an amorous gnome. If
barstools and plops the elf, then himself, onto the
the elf loses before the dwarf, the dwarf ignores
now-empty seats, stonily ignoring the outraged
the elf and goes on drinking to the end.
complaints of their former owners.
Alternatives:
“Here’s the deal, elf,” the dwarf growls. “We drink. At your option, characters who lose in the
We each put five gold on the bar before each competition wake up either in prison or in a strange
drink. Last one standing keeps the pot. Deal?” place. In both cases, they have no memory of how
they got there. Choose one of the first two entries
The elf grins and nods. on the Carousing table (DMG page 128). If you
choose the first, the character has been arraigned
The dwarf glares around. “Any o’ you biggers want after trying— and failing— to punch a watchman’s
to get in on this? Five gold per drink, you pass horse. The character can pay the fine or do the
out, you lose. Who’s with me?” time. If you choose the second, the unconscious
character has been dragged out of the tavern by the
The newcomers are old friends who enjoy having
half-ogre bouncers and dumped in an alley, where
legendary nights of carousing in town when
he or she was despoiled by a mugger who thanked
they aren’t adventuring. This is a traditional
his lucky stars for such an easy mark.
competition for them.
A Collection of Short Encounters for D&D 5e Characters of All Levels • 5
So, a Dragon and Some
Noise in the tavern gradually increases, as the
other patrons slowly begin increasing the volume
of their own conversations to be heard over the
Kobolds Walk into a yammering of the (apparent) dwarves. Players
who understand Draconic and who make a DC
Tavern... 14 Wisdom (Perception) check overhear bits of
their inane chatter, such as “They’ll catch up to
by Alex Clippinger
us soon,” or “Gee, fella, you don’t look so hot.”
Party Level as Presented: Any Other kobolds, still loyal to the fallen red
Can be adapted to Party Levels: Any dragon, have found it easy to track the injured
bronze dragon and the ‘traitorous’ kobolds to
The tavern is tame tonight; the low murmur the inn. Like their companions, they’re heavily
of conversations at the bar and tables is only cloaked and hooded as a disguise, but these
punctuated by the sharp clink of glasses or the kobolds don’t benefit from the bronze dragon’s
occasional guffaw of laughter. When the tall, seeming spell. The kobolds are seeking to kill
bearded man and his throng of companions enter the bronze dragon, who is too weak to effectively
the establishment, their cacophonous presence fight back.
disrupts the peaceful atmosphere like a brick The red’s loyalists are looking for a fight; when
being hurled into a tranquil pond. The man is they burst in, the few other remaining patrons of
broad-shouldered, a thick russet beard doing the tavern run for cover. If the party intervenes,
little to disguise his pained grimace, and the the evil kobolds can be convinced to give up
powerful frame doesn’t hide the weary sag to his their quest for revenge with a DC 18 Charisma
shoulders. His entourage, for their part, appear (Persuasion) check, frightened off with a DC
to be dwarves wearing heavy, hooded cloaks. 16 Charisma (Intimidation) check, convinced
Though you’ve probably seen plenty of dwarves to look elsewhere (or that the bronze dragon
in your lifetime, you can’t remember a time when can destroy them all) with a DC 20 Charisma
you saw any that were this excitable and this (Deception) check. Unless the newcomers can
talkative—and certainly not in the sibilant sounds be convinced to back off, a wild brawl ensues.
of what’s almost certainly Draconic. The man sits The small group of kobolds loyal to the bronze
down heavily at a table in the far corner, the odd dragon attempt to protect their new, injured
dwarves clamoring around him with an apparent master as they engage in a vicious slap-fight
air of concern. with the red dragon’s remaining loyalists.
The newcomer is actually a young bronze Alternatives:
dragon (MM page 108) surrounded by a throng The pack of evil kobolds are made up of common
of kobolds (MM page 195). The bronze dragon kobolds for lower-leveled parties, or the group
recently entered the lair of an arrogant young can include kobold dragonshields and kobold
red, who was attempting to establish a long- scale sorcerers for higher-level adventuring
term lair in the region. Though the bronze was parties (VGtM pages 165 and 167, respectively).
successful in his battle against the red, the fight
has left him badly injured. The red dragon kept
a number of kobolds as slaves and servants,
many of them living in abject terror under the
chromatic dragon’s cruelty. When the red dragon
was defeated, this group of kobolds displayed
such genuine (and pathetic) gratitude, the
bronze was surprised to feel a pang of sympathy
for the sad little creatures. Summoning its
strength, the bronze dragon disguised the
kobolds with a seeming spell and altered its own
appearance to that of the man now slumped at
the table.
6 • So, a Cleric and a Vampire Walk into a Tavern…
So, an Insensitive Bard
After the guards exit and seemingly vanish, the
characters notice a slim dart embedded into the
middle of their table. Impaled by the dart is a
Walks into a Tavern... piece of paper with a note on it.
Should the characters try to stop the guards or
by Aaron M. Lopez
approach the bard, a group of drunken patrons,
Party Level as Presented: Any completely oblivious to the events, choose this
Can be adapted to Party Levels: Any moment to stand up and burst into drunken
song, preventing the party from getting to the bard
The tavern has its usual crowd for this time of before the soldiers take him out of the building.
evening. As you sit at the table, mulling over Any inquiries about the bard or the soldiers
terrible ale and fighting your stomach over the will be met with blank stares as none of the
decision as to whether or not the plate in front other patrons or staff in the establishment will
of you contains something that could be called have seen or heard anything. Indeed, apart from
food, in walks an elderly gentleman with a lute. the note on the table, there will be no physical
He quietly moves a stool to an open space on evidence of the bard or soldiers. A detect magic
the opposite side of the tavern and, after a brief spell will reveal that powerful magic was present,
moment of tuning, begins to play. but is now gone.
If some, or all, of the characters choose not
The bard begins with some local favorites and
to act, ignoring the commotion altogether, the
then he changes his material. The songs begin
drunken crowd can be made to crash into the
to take a derogatory tone. His lyrics devolve into
table where the party is seated, knocking it over.
insulting the players directly. If the characters are
When the table is put upright again, the dart with
not actively listening to the musician, any character
the note will be embedded in the table. If the party
with a passive Wisdom (Perception) score of 11
just leaves the tavern after the event (and doesn’t
will hear their name mentioned in one of the songs.
straighten out the table), one of the members will
A successful DC 15 Wisdom (Perception) check
find the note and dart stuck in their pack.
will reveal that none of the other patrons in the
The note can be an adventure hook for players
room are taking any notice at all of the bard or his
to start your new campaign, or perhaps a clue
music. The DM should feel free to elaborate on the
that can help characters along in the current
strength of the Bard’s insults. The point of this is
adventure. The guards listed above can be
to provoke the characters into action.
uniformed to fit your campaign as well.
As you continue listening, your blood boils Encounter notes:
as disgusting tales of your family, clan, class,
The bard and guards are a powerful and clever
faction, and more specifically about you, are
illusion designed to distract the party so the
played out for everyone to hear. Specific details
note can be delivered unnoticed. Who delivers
about your private life that nobody else should
the note and how it gets to the table are really
know are being twisted into the songs in the most
up to the DM. It could be thrown by an invisible
derogatory and insulting manner.
person (creator of the illusion), who then
Further Wisdom (Perception) checks will reveal disappears after delivering it. Or a drunken
that none of the other patrons are taking any patron can stab the dart into the table while the
notice of the events. The party can choose to act party is distracted, escaping notice by blending
in any manner they see fit. Should they engage in with the other patrons.
the bard directly, the following will happen. How information about each party member is
known by the bard in this encounter is also up
As your limit for this type of behavior has been to the DM. He could be a former colleague/party
reached and you move to act, a group of well-armored member, or someone from the characters’ past.
soldiers emblazoned with (a seal or crest of the DM’s The tidbits may have been collected by magical
choice) enters the tavern and among a shower of means or perhaps the creator of the illusion
insults, surround the musician and then bind and has a spy network that has been used to gather
gag him before dragging him out of the tavern. information on the party.
A Collection of Short Encounters for D&D 5e Characters of All Levels • 7
So, a Darkling and an
Darkling: “You deserted your rightful King, I
bring you your just reward.”
Fife: “Aye, I failed my king, and for that I
Eladrin Walk into a should be punished.”
Fife: ”He who you call King I will never!”
Tavern... The face of the darkling is impossible to read,
by Michael Lippert
but a successful DC 14 Wisdom (Insight) check
will reveal the resignation, mixed with sparks of
Party Level as Presented: Any rage, in the face of Fife.
Can be adapted to Party Levels: Any The darkling will try to send anyone
approaching their table away, as they are
The door to the tavern swings open and a slender having a private conversation. If the players
figure enters. The pointed ears and fine features insist on interfering, or offer help, Fife will
inform you that this is an eladrin, though the gain resolve and fight the darkling right then
lean muscular build and the worn travel clothes and there in the tavern, starting the fight by
might otherwise have fooled you. The eladrin brandishing a sword and uttering, “Enough
slumps down in a chair facing the door, and talk, snake of the usurper, let’s settle this!” If
orders a glass of wine. not, Fife will resign himself to his fate and agree
to go outside, where he is stabbed to death by
Moments later, the door swings open once again, the darkling in a short, unsporting duel, and
and a shrouded, gaunt silhouette of a person his body left in the gutter.
enters. Cloaked and hooded, all light seems to If Fife survives the encounter through the help
evade his face, leaving it in darkness. He sits of the party, he will thank them and tell them
down across the table from the eladrin and says, the whole story.
“Hail, Fife, Thane in the court of King Glamis!”
They start a conversation in hushed voices. Alternatives:
Depending on the party’s level, there could be
The newcomers to the tavern are an eladrin more than one darkling elder. Ideally they just
noble (MM page 348), and a darkling elder sent in one, but on his signal darklings and
assassin (VGtM page 134). Fife, the eladrin darkling elders will swarm in through doors
noble, has fled the Feywild court of King Glamis, and windows.
and the darkling assassin has come to kill Fife. If Fife survives, and you want to expand on
King Glamis killed the old king, covering it up the story with a possible trip to the Feywild, Fife
by blaming and killing his drunk guards. With might ask the party to help locate the sons of
feigned reluctance he claimed the throne. Fife, the old king. Or he may call on them for aid at
however, suspected the truth and fled, fearing a later time to defeat King Glamis. It is rumored
the now paranoid King Glamis. Glamis sent the that Glamis has made a deal with a coven of
darkling assassin to end Fife, before Fife has a hags, to become undefeatable in combat: His
chance to rally with the old king’s sons and plot castle walls will not fall until the forest around
revenge. it comes to life, and none born from a woman’s
The assassin has been pursuing Fife womb may harm him.
relentlessly, from the eladrin court in the
Feywild to this tavern. Tonight they will fight,
and only one will live to see the dawn. Inspired by Shakespeare’s Macbeth
Let the party know that the two are talking in
whispered voices. A successful DC 12 Wisdom
(Perception) check will give them snippets of
their conversation, such as:
Darkling: “The king sends his regards, on this,
your final night.”
Fife: “The blood is on the hands of Glamis, as it
is on all of us who did naught that fateful night!”
8 • So, a Cleric and a Vampire Walk into a Tavern…
So, a Werewolf and its
the commoner catches sight of the wounded
werewolf, they will try to leave the tavern and
run away.
Prey Walk into a Tavern... If the commoner recognizes the werewolf, they
will try to get them arrested or killed, believing
by Beatriz T. Dias
the creature nothing more than a ferocious beast
Party Level as Presented: Any that needs to be put down.
Can be adapted to Party Levels: Any The commoners can, however, be reasoned
with, if the party chooses to intervene, and
It’s early morning at the inn; both locals and maybe even come to understand the werewolf
travelers eat their breakfasts calmly. A light and help them. The cursed human, though,
breeze comes in from an open window, and the really just wants to run away before more harm
rays of sun warm everyone they touch. can be brought on anyone.
If combat ensues, it may become apparent the
Then, someone new enters the inn: a human, werewolf is not fully in control of themselves. If
with a bleeding left arm. Some travelers look at dropped to below half hit points, they will shape-
him with worry, but not one of the locals bats an shift to their hybrid form and go into a frenzy.
eye. The person just moves to sit in a corner of Stats:
the inn, ordering an ale. Werewolf (MM page 211)
Commoner (MM page 345)
This person is a werewolf, once human, but
Guards and Knights (MM page 347)
now they fight against their lycanthropy. And
last night they almost killed an innocent person. Alternatives:
They got control back at the last second by The party can be more involved in this conflict if
biting their own arm, crushing it horribly, but instead of the commoner, one of the players was
leaving their potential prey unharmed. Without last night’s prey.
the possibility to cure the wounds, the troubled If the party cannot achieve a peaceful
werewolf just wants to drown the pain in alcohol resolution and you want a more challenging
and hope to live through it. The locals are already fight, guards and/or knights can be in the inn
used to the injuries the quiet person always and interfere when things get out of hand.
carries, and just assume they like picking fights. The prey’s initial stand can also be different.
If approached, the werewolf will try to dodge Maybe it’s looking for the werewolf already and
conversation and claim the wound was the trying to help it before the others find about it.
result of a hunting accident. Maybe both of them already know each other.
With a successful DC 12 Wisdom (Survival) The story can also be expanded into a quest to
check a player can see the injury is clearly too help the werewolf finally control itself.
severe to be from any type of “normal” game.
A successful DC 15 Wisdom (Insight) check
will allow a player to understand that the
“hunter” is hiding something.
The werewolf only came to the inn to relax and
drink their sorrows away. If they sense tension
they will leave hastily, or try to.
If fleeing is impossible, they will explain how
injuring themselves was the only way to not harm
someone else, and the werewolf prefers any type
of self-inflicted wound to injuring others.
Now, be the werewolf sitting in their corner and
talking to the party, or about to leave the inn,
a group of commoners enters the tavern. The
werewolf recognizes one of them as the person
they almost killed— last night’s prey. Before
A Collection of Short Encounters for D&D 5e Characters of All Levels • 9
So, Some Adventurers
with them, gaining their loyalty through a couple
nights of carousing. It believed the PC to be
dead, so it didn’t worry if it stumbled upon the
and You Walk into a party…but now the jig might be up!
Deathpriest Hargrem Dasal (LN male human
Tavern... cult fanatic, MM page 345; cold, calculating,
speaks in a hoarse whisper) is not a particularly
by Tim Bannock, inspired by Glen Cooper
nice fellow, but he also doesn’t have a dog
Party Level as Presented: 1-10 in this fight: he healed the PC as a favor to
Can be adapted to Party Levels: 1-16 the gravedigger, and that’s the extent of the
involvement he wants in the proceedings, if at all
[Insert Party Member (PC) name here] had a rough possible. The doppelganger will attempt to prove
night recently. While going about their normal it’s the real thing based on its access to the
business, they were jumped and knifed. Their character’s property and personal belongings,
attacker employed a poison called Oil of Taggit, and as well as what it knows about the party via
as it coursed through their veins, they were driven rumors and stories of their exploits, and lastly
into unconsciousness before being stabbed again its (relatively short) time shadowing the party,
and again. Believed to be dead, their body was which is what led to it ultimately picking the PC
about to be tossed into the river when the attacker off in the first place.
was serendipitously spotted by a local gravedigger, The doppelganger isn’t stupid, though. It’ll use
who’d been walking off his nightly “spirits” (the the fact that the PC was missing for a couple
kind you find in a cup rather than a graveyard). days (in the care of the priests) as a means to
The thug ran off, and the boozy gravedigger hauled cast doubt on the PC himself; the doppelganger
the unidentifiable, barely clinging-to-life body of and the adventuring party can account for
[PC] to some deathpriest buddies. They were able its whereabouts, but the priests and the PC
to pull [PC] back from the brink of death over the were cloistered up in a less-than-trustworthy
course of a couple days, and by then the poison minor temple, after all! If the PC party presents
had wound its way out of their system. a convincing argument, you can use the
interaction rules (DMG page 244) to gauge the
The rest of the players’ party has just convened
reaction of the NPC adventuring party: they
at the local tavern, where deathpriest Hargrem
start as indifferent but can turn hostile almost
Dasal— a man in heavy midnight-blue robes and
immediately if accused early on of being liars.
skull-like face paint— sits with [PC], who looks
If the NPC party doesn’t believe the player
like death warmed over, complete with baggy,
characters, they’ll join the doppelganger in
bloodshot eyes.
fighting them! That said, only the doppelganger
In a hoarse whisper, Dasal greets you coldly. “I will fight to kill; the NPC adventurers will
apologize that we were unable to identify your ally subdue or knock out the PCs unless one
until they awoke. As you know, the deathpriests of their members is killed outright. A fight
are not often welcome among polite society, nor are presents a second opportunity for the NPCs (and
we a welcome face to adventurers and scoundrels.” otherwise unsure player characters) to figure out
something is truly wrong with the doppelganger,
Before another word is exchanged, a band of because the doppelganger uses the same
rowdy adventurers burst through the tavern poison (Oil of Taggit, DMG page 258) that put
doors, mid-song. At first, it’s the cringe-inducing the PC they replaced in this predicament in
howls they attempt to pass off as singing that the first place. A successful DC 14 Wisdom
catches your attention, but then it’s the fact that (Perception) or DC 16 Wisdom (Insight) check
among their numbers is [PC], looking hearty and as an action will reveal this fact during the fray.
hale, unlike the version next to Hargrem Dasal! NPC Adventuring Party
It turns out the PC has a doppelganger (MM You don’t have to use all of these NPCs; choose
page 82) replacement that has joined up with the ones you feel the most inspired by! Feel free
the other adventuring party and made friends to make them whatever alignment(s) best serves
10 • So, a Cleric and a Vampire Walk into a Tavern…
the roleplay opportunities of this encounter, another player (not the switched-out PC one) mix
and change them to other NPC stat blocks if them up and hand one to the DM and one to
you wish to increase or decrease the encounter the switched-out PC’s player, face down. The PC
difficulty. and DM look at their cards in secret and cannot
Gabriel Swiftfingers (male half-elf bandit, MM confirm which they received in any way until
page 343; sociable, pretentious) after the encounter ends. Alternatively, don’t
Lokas (male dragonborn thug, MM page 350; reveal the cards— don’t even look at them!—
neat, impatient) until combat, Wisdom (Insight) checks, or some
Morael Elruss (male mountain dwarf guard, other logical change to the scene occurs: the
MM page 348; liberal, frivolous) player and DM won’t know which of them is the
Monalyn Timoj (female forest gnome apprentice right one, and therefore none of the players will
wizard, VGtM page 209; helpful, stoic) know either! (This one’s very hard to roleplay
Taeneka (female tiefling spy, MM page 349; and will lose its momentum fast if the players
stubborn, hedonistic) resort to Insight checks and dice rolls very
Nimrag (male half-orc tribal warrior, MM page quickly.)
350; religious, graceless) Alternatives:
Hewban Sirboc (male human scout, MM page
Doppelbuddies. Keep in mind that
349; humble, restrained)
doppelgangers are Challenge 3, and if they fail
Running the Deception at their deception, they’ll need some support
The doppelganger’s con may fall apart awfully to provide a challenge to the PCs plus the NPC
easy on the side of the player characters because adventurers (and maybe the deathpriest, too).
one of the players is the primary subject of it. Consider having a few monsters in hiding that’ll
This may be fine for many groups, but it may jump in:
not work for others, and it may be more fun if Tier 1 parties: 1d4+4 goblins (MM page 166) or
the other players know there’s an element of 1d4+1 wererats (MM page 209).
surprise involved. To achieve this, here’s a few Tier 2 parties: 2 displacer beasts (MM page 81)
tips and options you can employ to cast doubt or 1d6+4 hobgoblins (use a mix of the various
on who’s the doppelganger. stat blocks for hobgoblins from MM and VGtM).
Shared Backstory. Write down a few one- Tier 3 parties: Invisible stalker (MM page 192),
sentence bits of shared backstory between a few a spirit naga (MM page 234), or 1d4 wraiths
of the PCs, always including the switched-out (MM page 302).
PC. Make sure that there are at least a couple Pod People. One of the NPC adventurers has
true statements, a couple rumors/legends been replaced by a doppelganger, too! The two
others might have heard, and at least one creatures are working together to create conflict
outright false statement. You can use these as among both parties in order to distract from
signals as to who might be telling the truth, and one of them pickpocketing something important
if you get the players to write these individually, from one of the player characters. During all
without other players seeing what each other the arguing, one of the doppelgangers steals
writes, it can create some arguments (especially something from a PC; a successful DC 16
if you hand them over to the switched-out player Wisdom (Perception) check catches them in
when using some of the other options). the act and turns the argument into a battle!
Mix Up. Ahead of the session or scene, talk
it over with the player who gets switched out
whether they’d like to play their PC or the
doppelganger during the scene. Let the other
players know that you had this discussion, but
don’t tell them the final decision: they won’t
know if the player is playing their PC or if they
are playing the doppelganger!
Secret Doppelganger. Write “PC” and
“doppelganger” on separate pieces of paper. Have
A Collection of Short Encounters for D&D 5e Characters of All Levels • 11
So, a Group of Adventurers
At first, nothing appears to happen and for the
rest of the evening the PCs continue about their
business and go to sleep. When they awaken
Walk into a Tavern... they will discover the effect of their wish. Jubilex
will most likely not grant the wish as stated
by Jeromy Schulz-Arnold
or even implied, using any vague wording as
Party Level as Presented: Any a way to pervert the desire into a curse. He is
Can be adapted to Party Levels: Any not without a sense of irony. His dark humor is
usually apparent in his capricious boons.
Background Information: For instance, a player asking “to be smarter”
The founders of the town suffered a harsh winter may awaken to find their room full of books
each year for many years. Many left, more died, (if they are illiterate) or discover the tomes are
and, in a final act of desperation, the founders written in a language they can’t decipher. After
contacted a “granter of wishes” to hear the people’s all, don’t smart people read a lot?
plight in hopes that a deal could be made. The Sometimes his boons are more malicious than
well was built by the “granter of wishes” as a funny. Only rarely does he grant a wish in the
monument to the covenant entered into by the exact terms given. If he does, it is usually to an
founders. As long as the well stands, the town evil character and often sets them up for a fall.
will be spared. In return, the townsfolk are not to Jubilex is jealous and wrathful; he is not afraid
interfere with anyone seeking to use the well. to remind even the like-minded of his power and
Unfortunately, the “granter of wishes” is a fiend dominance. He feeds on the misery of others and
named Jubilex who delights in bringing woe and loves to cause suffering and woe.
misfortune to the proud.
DM Advice:
Things are slow tonight at the Wishing Well: a This is a less mechanically driven scenario, so
tavern built around the old town well. The fire don’t get lost in the weeds looking for “Jubilex”
crackles, but one log warms the room fully. The in the Monster Manual and trying to determine
winter night is mild and, even as the patrons file his powers. Don’t worry about playable results
in and out, the breeze that enters is not more so much as how to use the statements of the
than a chill. The still-functioning well, which players to introduce the events of the following
patrons are free to drink from, is said to be the morning. This is a great way to end a night of
source of the town’s good luck. Few seek it for its play; you can plan the next session over the
water but more for its supposed powers to grant break. Perhaps even ask players to write their
wishes. Patrons drop coins into the well in hopes wish down as a direct transcript of what was
that their wishes come true. stated aloud in the wish. Listen very carefully to
what the players say; not only when they make
The barkeep and the maid do not deny that the
the wish but during play. It is likely they will
well has been known to grant wishes in the past
also give one ideas on what might occur as a
but only rarely. They mention folk tales of people
result: “Yeah, I’m sure since I asked to be able
having their wish granted but in odd, indirect
to breathe underwater I’ll wake up a goldfish!”
ways, with unintended consequences, or even
Many times they will plant the seeds for the next
getting just the opposite of what they wished for.
adventure without even realizing it!
They strongly urge the PCs not to tempt fate, for
only the most desperate accept the capricious Alternatives:
gifts of the well. They do not, however, as keen 1: The “granter of wishes” is a minor,
PCs may notice, impede anyone from trying their benevolent water spirit and the PCs get a minor
luck and tossing a coin in. They even are willing boon like Inspire Competence until their next
to give people a coin if they have none to offer to long rest.
the well. 2: The well is a hoax. Every night the barkeep
It goes without saying that if any of the PCs and maid go down to a secret chamber and
use the well (and DMs should definitely goad take the coins, splitting the profit of this quaint
them into doing so) their wish will be granted. folktale.
The stool groans and creaks under the beast’s weight. Walbash could be used as a continuing NPC,
“I’ll take a mug of mead,” it says in a deep voice as it as long as he’s wearing the headband. Once it
pulls out a gold coin and places it on the bar. is removed, he loses all knowledge of the events
that occurred after he donned the headband,
The wide-eyed barkeep slowly moves to collect the coin, which leads him to blink for a moment as
pulls a mug from under the bar, and fills it with mead, he finds himself in unfamiliar territory with
never removing his gaze from the beast. unfamiliar creatures, and then attack the
nearest creature.
The creature is a girallon named Walbash. While
The Headband:
out doing his girallon thing one day, he stumbled
upon a ruined tower. Walbash had always been In addition to being a Headband of Intellect
a curious girallon, so he decided to explore the (DMG page 173), this item also grants the ability
ruin. In doing so, he discovered a locked wooden to read, write, and speak Common. The item is
chest hidden in the cellar of the tower. also cursed.
Walbash struggled to open the chest and Curse: once donned, the headband can only
became frustrated, leading him to throw it be removed by means of a remove curse, wish,
against the cellar wall. The chest broke open, or similar spell or magic. In addition, any
spilling its contents on the floor: a silver humanoid who dons the headband must pass
headband, a set of red leather armor, and a a DC (see scaling table) Constitution saving
small pouch containing 50gp. throw.
Intrigued by the silver headband, Walbash • Success results in the donning creature
fiddled with it— sliding his arm through it, being immune to the curse for that day, but
A Collection of Short Encounters for D&D 5e Characters of All Levels • 15
the save must be made after each long rest Scaling Suggestions:
until the result is a failure.
Walbash:
• Failure results in the humanoid being Party Level 1-4: Walbash attacks one creature
transformed into one of the creatures or PC and then flees
listed below for as long as they wear the Party Level 5+: Walbash fights and acts as a
headband. Consult Chapter 9: Dungeon girallon normally would
Master’s Workshop NPC Features, applying
the statistic adjustments and abilities to the Headband:
character who donned the headband. Party Level 1-4: save DC is 14
Party Level 5-8: save DC is 16
1. Bullywug Party Level 9-10: save DC is 18
2. Kenku Party Level 11-13: save DC is 20
3. Lizardfolk Party Level 14+: save DC is 23
4. Gnoll
5. Kobold
6. Troglodyte
7. Zombie
8. Orc