1-10 | No complications |
11 | Strong winds blow on the plains today (this affect only matters if they have a random encounter on the same day) |
12 | Everything looks the same around the caravan, at least one character must make a successful DC 12 wisdom (navigation) check or else lose one day of travel time as they go in a circle |
13 | Fog obscures the landscape around the caravan, not only is it difficult to keep going in a straight path but its difficult to keep the caravan together. If the party does anything to keep the caravan together (riding around on horses to make sure everyone stays together, blowing horns, tying wagons together, lamps, etc.) the caravan does not separate. If the caravan does get separated. If they do get separated it takes two days to get everyone together again before they can continue on the journey. In addition at least one character must succeed on a DC 14 wisdom (navigation) check or else the caravan gets lost in the fog and loses a day trying to get back to where they were headed. |
14 | A person or an animal (your choice) breaks a leg. If its a large animal such as a cow or a kiloka unless it receives magical healing to mend its leg it will likely be put down as it can't walk. If the animal was in a pair pulling a wagon the wagon is just slower but not enough to slow down the caravan and if it was the only one pulling a wagon someone else has to loan the owner(s) of the wagon a beast unless the owners already have a spare beast. If the victim is a person it more or less just sucks. If the players can mend the injury in any of these situations they will receive one respect |
15 | Pouring rain causes wagons to get stuck in ruts of mud, the players may attempt to help those in the caravan who are struggling free their wagons from said ruts and continue moving. To successfully do this they must succeed on a DC 14 group strength (athletics) check. If they succeed they manage to keep the caravan moving, if they fail the caravan must wait until the rain stops and then dig the wagon wheels out of the mud to free them, the caravan loses one day of travel time. If the players succeed in stopping the caravan from stopping they gain 1 reputation |
16 | One wagon's Tusked Kilokas are acting up and fighting with each other. They can be calmed down with a successful DC 14 wisdom (animal handling) check. If the players can't soothe the Kilokas and fail to restrain them in any other way they break off the wagon tongue and run off, the caravan loses a day of travel time rounding them up and repairing the wagon tongue, unless the players successfully round up the Kiloka themselves (use the same DC if they try to calm them down) and repair the tongue provided they are proficient in the appropriate tools, requiring a DC 15 skill check. If the players succeed to calm the animals or round them up and repair the wagon tongue they gain 1 reputation and lose no time, if they fail to calm the animals or to both repair the wagon tongue and round up the beasts they lose one day of travel time. |
17 | A drunk man in the caravan has begun to insult, tease, and downright disturb people. This reaches a peak as he and another man begin fighting each other with their fists. They can be dissuaded from fighting with a successful DC 14 charisma (persuasion) check (disadvantage for persuading the drunk man) or they may try to restrain one or both of them. They both use the commoner statblock and neither use a club, instead they just attack eachother with their bare hands. If they manage to resolve the brawl without anyone going unconscious they gain 1 reputation, if they kill either of them they lose 2 reputation. |
18 | A 7 year old boy has gotten desperately ill. The mother runs to the front of the caravan to ask the players for help, she has already asked everyone else over the past few days and no one has been able to help her. If the players agree to come with her back to her wagon they see a human child lying on his back in the bed of the wagon next to packs of weavers tools and food. He is pale with illness, struggles to breath, and his eyes are constantly tearing up. The mother informs the players that he started coughing 2 weeks ago but lately he doesn't even seem to have the strength to do that. The child doesn't talk unless asked to because it strains him too much. A character that succeeds on a DC 14 medicine check recognizes the child's condition as symptoms of a disease known as Leaky Lung and succeeding this check by 5 or more reveals that the child only has around 3 days left to live, if they asked the child questions about how he feels they have advantage on this check. This disease can obviously be cured magically however if a character makes a successful a DC 16 intelligence (nature) check they know that one cure for it is boiling Goblin's Toe in a pot of water and having the afflicted breath in the steam, repeating this process every day for a few days (4 in this case). These mushrooms can be found whenever the players attempt to forage so long as the forage roll equaled or exceeded 16. If the players cannot provide the mother with Goblin's Toe, cure, or begin curing the child's ailment by 13:00 3 days after they meet the mother the boy dies. If they successfully cure the child they gain 2 reputation. |
19 | A settler named Karik drank some water accidentally drank some water contaminated with Hell's Decadence, throughout the day people notice one of the guardsmen that came with them on the trip to be eating obsessive amounts of food. The players are called over by another man named Talton asking them to try and get him to stop eating so much, complaining that he's barely even talking to people anymore. When the players get to the man anyone who makes a successful DC 17 Intelligence (arcana) check can tell he has come in contact with Hell's Decadence. Unless stopped the Talton walks up to the man and grabs his arm and says "stop pigging out or there won't be enough for all of us by the end of this!", Karik immediately pulls tries to bite Talton. Karik uses the thug statblock in the Monster Manual (page 350). He cannot be reasoned with and will begin to cannibalize people around him if left alone. If he is killed or otherwise stopped the party gains 2 reputation |
20 | The earth trembles and quakes, one of the notoriously frequent earthquakes of The Rabid Lands is occurring. When this each character must make a DC 12 dexterity or strength saving throw (their choice) or take 1d8 bludgeoning damage and become restrained under debris such as a wagon or an animal. A restrained creature or another helping creature must succeed a DC 17 Strength (athletics) check to free themselves. The caravan is delayed by 1 day after this event as they try to gather up what they lost out of their carts and round up their animals. There is no way to prevent this loss of time however if the players wish they may attempt to help people in the caravan (you as the DM have the freedom to come up with whatever problem you like), successfully helping people throughout the day increases their reputation by one. |