Info
Suggested Encounters
As a general introduction, use the following.
Read aloud
As you round a bend in the road, you spot a circle of brightly painted wagons from which floats a strange, hypnotic, almost sensual music produced by an unseen stringed instrument. The aroma of oddly spiced meats drifts through your group, reminding all that it has been weeks since you’ve had anything but rations. When you enter the encampment, you notice a large family, or so they seem, dressed in exotic, brightly colored clothing, sitting about a roaring campfire, laughing and drinking.
Then, abruptly, all activity stops as you and your party are noticed. A large, burly man approaches, followed by what must be his son, judging by the resemblance between them. Behind them is another man, shorter and smaller, yet no less daunting.
“What do you want?” the leader grumbles, his accent revealing that he is not native to these parts. From what you’ve seen and heard on Trade Island, these must be Wandering Folk.
From here, let the party interact as they wish. Some suggested events are described in the following sections.
Suggestion 1
Balkrin (wagon A) feels himself to be insulted and challenges a visiting character to a wrestling match. If the character accepts, Balkrin will be that person’s friend regardless of the outcome of the match.
Suggestion 2
Hyrina Vanagas (wagon B) offers to “read the cards” for one of the visiting characters, free of charge. She will only do this twice in a single night. After that, there is a 50% chance that she agree to will do another reading – for a charge of 25 gold pieces. For those who have access to that issue, a very good method for determining the outcome of Wandering Folk card readings can be found on page 20 of DRAGON® Magazine issue.
Suggestion 3
The merchant wagons (D, E, and G) hold a wide variety of supplies, but the Folk charge roughly twice the normal price for anything they sell when camped between towns. Their stock is limited to 1d4 of any given item except for small items (flasks of oil, torches, iron spikes), which are found in quantities of 2d8 each.
The DM may also want to include any items that he feel will be desirable or necessary for the party to acquire.
Mama Vanagas has cast Magic Mouth spells on the doors of each of the wagons, which will alert the Folk if any non-Wandering Folk tries to break in.
Suggestion 4
The adventurers make camp with the Folk and are attacked late at night by creatures from the surrounding terrain.
Crossover with Undead Unicorn Invasion. They were attacked by a large group of undead.
Suggestion 5
Rymvid Galinys (wagon G) has decided to usurp control of the caravan and asks the adventurers for their help.
Suggestion 6
Ismek Vanagas (wagon A) attempts to pick the pockets of random characters once per hour during the party’s stay in the Wandering Folk camp.
Suggestion 7
Kordaal Vanagas (wagon B) feels that someone is paying too much attention to Ryndana Gudas and stirs things up by officially announcing his romantic attentions and then challenging his “rival” to a wrestling match for the sake of his honor.
Suggestion 8
Survillo Gudas (wagon E) thinks that he has finally found the “right girl” – one of the female adventurers.
---start-multi-column ---
number of columns: 2
column size: [49%, 49%]
border: off
shadow: off
alignment: [Left, Right]Previous: NPC Families
--- end-column ---
Next:
--- end-multi-column

