Need Story Ideas or Encounters?
This is the place to come! Here you will find Dungeons & Dragons encounters and adventures and hooks we've used in our own games to great success. Feel free to rob them and alter them and use them any way you wish for your own gaming sessions and campaigns, and for those of you who would like to make a submission to this page, please send the entry to us via our contact page and place the words "Hooks & Encounters Submission" at the top, above the entry's title.
Keepers of the Fey, Part I: Lady of the Lake
A story hook and side trek adventure for four to five characters, levels 1-3
"Waterfall" by Beth Sobel (www.bethsobel.com)
by Michael H. Olson
In the distance, you see a large lake with an exposed boulder in the middle. Lying back on the rock, propped up on her forearms and exposed to the sun, completely naked, is perhaps the most beautiful woman you’ve ever seen. She is sunbathing on the rock. Her hair is abnormally long, reddish-brown, and covers most of her body, splaying down into the water. She appears to not notice you are there.
The side trek begins by reading the previous text to the players. This can be done any time while the player characters are traveling through wilderness.
First clues (determined by passive or active perception):
* A passive or active perception DC10 check notices many tracks near the edge of the lake. They appear to be a mix of different animals and bipedal footprints.
* Anyone who says they are looking into the water or the lake’s bottom near the shore will also automatically see one of two things (see “looking into the water” section, below). Even if they do not say this, though, they may still notice one of these two things. In this case, a passive DC15 perception check means they’ve taken notice of the same information.
Demons in the Library
Demon image courtesy of Wizards of the Coast
by Michael Karkabe-Olson
Somewhere, in a long-forgotten dungeon or deep in the heart of an abandoned keep or some other ruin, lies a mages' library. This library, guarded by magically bound demons, contains valuable books, thousands in number, historical and otherwise, both magical and mundane. Getting inside is easy; getting out alive is the problem.
Encounter level 5 (9,900 XP + 200 bonus for optional skill challenge + variable bonus for active skill rolls)
1 bloodseep demon (B)
2 maw demons (M)
1 summoning circle trap (7 rupture demons)
1 optional mini skill challenge
I pulled this encounter from a recent campaign I ran my son through. He really enjoyed it, and I think others will, too. The Demons in the Library encounter can be inserted into any campaign you are running, just be sure to do two things. One, place the location deep inside a building or dungeon or some other place the PCs are exploring and two, make sure there’s another way out of the room leading into it because the library itself is a dead end.
Side Trek #1: Mysterious Tracks
A side trek adventure and level 1 skill challenge for four to five characters of levels 1-3
Hobgoblin image courtesy of Wizards of the Coast.
by Michael Karkabe-Olson
This adventure is designed to be a brief side trek that can be inserted into any ongoing adventure or existing campaign, and it utilizes my own, alternative method for conducting an ongoing skill challenge (see below). It begins with the characters traveling along a little-used trail on their way to somewhere else: where they are headed is up to your players or you. While doing so, they come across a set of mysterious wagon tracks that end abruptly just feet from where they are standing.
Begin the side trek by reading the following to the players:
You are following a little-used trail, making your way through the wilderness. It is drizzling, the ground soft and muddy. An offensive odor assaults your nose. Where it comes from you aren’t sure. As you stop to sniff and figure out what it is, you notice a set of deep wagon ruts. These wagon tracks come straight toward you in the opposite direction, and then, feet from where you stand, suddenly come to a mysterious and sudden end, as though whatever made them disappeared or was teleported away.