🎲 Random Map Encounter: "The Gate of Whispering Stones"
"The Gate of Whispering Stones"
Recommended Level: 3–5
Encounter Type: Exploration & Combat
Setting: Overgrown ruins of a once-proud border gatehouse
Adventure Hook
While traveling through the wilderness, the adventurers come across the moss-covered remains of a crumbling gatehouse straddling an old road. Once part of a fortified border, the gate has long since fallen into disrepair—but strange whispers seem to echo from the stones themselves when the wind passes through.
A local traveler (or perhaps a letter found in an abandoned satchel) warns of a "Watcher at the Gate"—a restless spirit who has been frightening away merchants and hunters. Rumor has it that treasures of the old garrison still lie buried beneath the ruins, but only the brave (or foolish) dare to linger after sunset.
Key Features of the Map
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Broken Gate Archway: The crumbling arch rises about 15 feet, with unstable stones that might fall if disturbed.
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Collapsed Towers: Each tower is half-intact, with a 10-foot climb to a precarious platform.
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Overgrown Path: Grass and weeds choke the road. Perception (DC 14) reveals faint boot prints leading into the ruins but none coming out.
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Hidden Tunnel: A partially buried trapdoor under rubble (Investigation DC 15) leads to a small underground storage room (10x10 ft) containing rotting crates, a few gold coins, and… something else.
NPCs & Creatures
The Watcher at the Gate (Specter, MM p. 279)
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Twist: In life, the Watcher was Captain Brannoc Thul, a loyal soldier who died defending the gate from raiders. He mistakes the party for looters unless they can convince him otherwise.
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Clues to His Past:
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A rusted longsword bearing the insignia of the old kingdom.
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A weathered journal page clutched in skeletal fingers: "Hold the gate… for honor."
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Optional Additions for Difficulty:
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1–2 Shadow Hounds (use Shadow Mastiff stats, Volo’s Guide to Monsters, p. 190).
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If the party lingers too long, Falling Stone Hazard (Dex save DC 13, 2d6 bludgeoning damage).
Treasure
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Captain’s Signet Ring (25 gp) — may grant favor with local historians or nobles.
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Potion of Heroism (found in the storage room).
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1d4 × 10 gp in loose coins.
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If the party helps put the Watcher’s spirit to rest, each receives a Blessing of the Gatekeeper (advantage on one saving throw against fear, one use).
Roleplay Opportunities
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The Watcher can be persuaded to share stories of the kingdom’s fall (Charisma [Persuasion] DC 15).
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Learning his true name and swearing to honor the fallen soldiers’ memory grants safe passage without a fight.
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If fought and reduced to 0 HP, the Watcher’s last words can hint at a deeper mystery: "The crown’s heir… still lives…"
Random Encounter Variations
Roll a d6 at the start of the encounter:
1–2: The Watcher is aggressive immediately.
3–4: The Watcher appears only after the party disturbs the ruins.
5: A group of bandits has taken shelter here; they fear “the ghost.”
6: A merchant’s child is hiding in the ruins, lost and scared.



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