8 Hazards on the Road
While many travellers merely use the open road to get from one place to another, some have ill intentions. Bandits, mischievous fey and other hazards await the unwary adventurer.
A wagon with a broken wheel sits at the edge of the road, being worked on by a quartet of rough-looking humans (each LN male and female human fighter 1), armed with hatchets. Though this looks like a classic setup for bandits, in fact the group are trappers trying to bring their goods back to town. Unfortunately, they angered a local fey during their time in the wilderness and she’s decided to teach them a lesson, starting with using her magic to damage their wagon. Worse, she’s not particularly concerned about innocent bystanders getting caught in the mayhem.
Under their parents’ gaze, several small children play happily, their screams and laughter carrying down the road as they throw stones into the trees alongside the road in mock bottle with goblins. The danger becomes all too real, however, when one of the stones hits a hornets’ nest, sending a swarm of angry insects into the air. If no one intervenes, a child will be fatally stung by the angry swarm.
With a not-so-fearsome cry, a dozen kobolds rush from the woods with long quills they use as spears and—strangely—fearful glances over their shoulder. They demand gold from travellers, and any mounts or animal companions, but throw themselves to the ground in abject surrender if they take any wounds or half the gang is killed. If spared, they explain they were forced into banditry by a fearsome manticore, and offer their tribe’s friendship to any who would rid them of the monstrous bully.
A bit of movement off the road just catches a character’s eye; a closer inspection reveals humanoid figures with pallid flesh clawing at the ground on a nearby hill. These figures are ghouls digging up bodies from a recent battle. If they spot passersby, they attack, hoping to defend their feeding ground and add fresh meat to their meal. To make matters worse, spilling fresh blood in the area awakens the slain warriors’ spirits, and they resume their battle.
Moments after travellers round a corner, they hear a cry of alarm—their only warning as several boulders tumble down a cliff toward them. They’re followed a few moments later by three women (all NE female half-elf thief 5) who cry out apologies for their careless dislodging of the stones as they were exploring, and offers to help anyone who’s hurt. When they arrive, though, their intentions become anything but helpful as they draw shortswords and attack, starting with anyone injured by their trap. From above, two more bandits (both NE female half-orc thief 5) of the all-woman gang known as The Better Half rain arrows down on those who avoided the boulders.
Five figures (LE male and female human cleric 6) wearing blue hooded capes and breastplates bearing the symbol of a winding road leading to a star glower sternly at approaching travellers. Members of a fanatic, heretical cult of the god of travel, they demand an offering for the use of their lord’s domain, a tithe of 10% of a traveller’s wealth. Those who refuse are told the price will increase to 20% if the church must collect it by force. Offers to leave the path are dismissed as blasphemous, and dismissive of the miles already travelled on their lord’s domain.
A trio of battered adventurers—Canan Jaw-Smasher (NG female half-orc fighter 8), Fosco Hairyfoot (CG male halfling thief 8) and Havainim Lamsaltyrr (LN male elf wizard 7) approach, clearly looking the worst for wear. They say they recently ventured into an ancient demon-filled ruin, and had to flee. Since then they’ve been attacked every night. They offer to give a piece of treasure—or directions to the ruin—if the characters heal them and even better help them fight off the demon they expect that night. They’re true to their word, offering a platinum idol in exchange, oblivious to the fact the cursed statuette is drawing the demon’s attention.
A shadow of a winged draconic shape crosses the road. Before the adventurers have a chance to react, a massive brass-scaled beast lands on the road with a loud thump and a cloud of dust. It roars in fury, accusing the party of stealing from its lair. Though it’s a case of mistaken identity, the dragon, Cozipiria (female adult brass dragon), has little patience and gives only a short time to disabuse her of her error. If she can be persuaded, Cozipiria introduces herself and tasks her erstwhile opponents with finding the real thieves and returning her gold. She expects this “offer” to be accepted, but can eventually be talked into offering a reward for this serviceWant More?
This article is an extract from 20 Things #64: On the Road. Add the book to your GM’s toolkit today! Alternatively, check out the 20 Things Archive for more handy, flavoursome and time-saving 20 Things articles ready for immediate use in your campaign.