```col-mdflexGrow=2.5===# Outline# In the Forest As the party travels through the forest, one or more of the following encounters may occur.| 1d8 | Event ||---|---|| 1 | **Bloody paw prints cross the path.** If the party follows them, they find a wounded wolf hiding in bushes. It's a wild animal. If the characters want to help, they need to **calm it down** first, which requires a successful <u>DC 12 Wisdom(Animal Handling) check</u>. A goblin trap wounded the wolf and it is bleeding from its leg. It has only 1 hit point. **Tending the wound** requires a successful <u>DC 12 Wisdom (Survival) check</u>. The check has <u>disadvantage if the characters did not calm the wolf</u>. Once healed, the wolf escapes into the forest. You can also decide that after a particularly good Animal Handling roll (e.g. nat-20) and healing the wolf completely, the wolf accompanies the characters until dusk. || 2 | **A sack hangs on a tree branch** , about 30 feet above the ground. It looks stuffed with-perhaps valuable-things. It is well stuck and shooting arrows at it is pointless. **Climbing the tree and dropping the sack** requires a successful <u>DC 13 Strength (Athletics) check</u>. **Carrying the sack down** requires a <u>DC 15 Dexterity (Acrobatics) check</u>. **Failing either check** means the character falls down and takes 11 3d6 points of damage. The damage can be halved with a successful <u>DC 11 Dexterity saving throw</u>. **The sack contains** food rations, a silver brooch shaped like a butterfly (worth 10 gp), five blank parchments, a potion of climbing, and dirty travelling clothes. || 3 | **A goblin trap.** A thin rope has been stretched across the path and tied to a pulled-back branch with sharp spikes. <u>Passive Perception (DC 13) of the character leading the party</u> means they spot the trap. On a failure the trap activates - use [roll:1d20+4] attack roll vs. the character's AC. The trap deals [roll:1d4 + 1] piercing damage. || 4 | **Signs of battle.** The grass is trampled and bushes crushed. A successful <u>DC 14 Wisdom (Survival) check</u> reveals that a group of small creatures, perhaps kobolds, attacked a large animal here, most likely a deer. || 5 | The party is traversing a hillock without any trees when a shadow of a **large winged beast covers the sun** . A ![[1464463]]|griffon is circling above, searching for prey! To avoid attracking the griffon's attention, a DC 15 Dexterity (Stealth) check is required. Since there are plenty of places to hide in the forest, the characters make the check with advantage. However, characters wearing heavy armor make the check with neither advantage nor disadvantage (advantage and disadvantage cancel each other). **This is a group check.** If at least half of the group succeeds at their checks, the griffon flies away and looks for food elsewhere. If the majority of the characters fail their checks, the griffon attacks! The griffon is 300 feet in the air and at full speed (making a move and the Dash action) moves 160 feet per round. The party members have two rounds to hide again or reach the tall trees, which are 150 feet away. If they succeed, the griffon's frustrated scream pierces the air and the creature flies away. If the party wants to fight… They have a tough opponent before them. || 6 | The party hears l **oud squealing and a frightened pig** bursts out from the bushes. An invisible, high-pitched voice shouts: “Go forth, you pig! Next time you'll remember your manners!” The voice belongs to a pixie named ![[1464506]]|Lalalna, who polymorphed a lumberjack from Oakenville into a pig. It was a punishment for polluting their house. The lumberjack accidentally defecated on the faerie's house. **Calming Lalalna's wrath** and convincing them to change the lumberjack back requires a successful <u>DC 13 Charisma (Persuasion) check</u>. Lalalna can speak Elvish and Sylvan. The lumberjack thanks the party and runs to the village as fast as he can. If the characters are aggressive or threatening, on their initiative Lalalna casts sleep at the party member attacking them and flies away. The lumberjack returns to his normal self after 1 hour. || 7 | A recent storm changed this part of the forest into a **swamp** . Each party member must succeed at a <u>DC 13 Strength saving throw or must make another saving throw, this time DC 11 Constitution</u>. If the character also fails this saving throw, they receive one level of exhaustion. Until they finish a long rest, all ability checks (not attacks!) are made with disadvantage. || 8 | **A pit trap.** Near the new clearing, goblins dug out and camouflaged a pit trap. <u>Passive Perception (DC 13)</u> for party member in front to spot the danger. If not, they enter onto the masked cover and start to fall down! The character can make a <u>DC 13 Dexterity saving throw</u>. If it is a success, they jump away, safe and sound. If they fail, the character falls into a 15-footdeep pit and takes 1d6 bludgeoning damage. |``````col-md![[plots/goblin-trouble/table-of-contents|Table of Contents]]```