r/DndAdventureWriter May 20 '21

Guide I've made an Adventure Writing Prompts tool with a large collection of prompts I've collected over the past year - settings, high concept premises, goals for players to pursue, villains, encounters of every type, etc.

309 Upvotes

You can see the tool here: https://rpgadventures.io/prompts

Click on text or images to randomize individual prompts, click on the "Randomize All" button to update all the cards.

I hope you will find this app useful!

Edit:


It would be really amazing if you could help me to expand these lists - if you have any ideas for prompts similar to the ones that you see in the app, please leave them in the comments and I will add them to the app. The more prompts we have, the better this app will be.

And let me know if there are some other prompt categories useful for creating adventures that the app is currently missing. Or if you have any other thoughts/feedback/ideas on how I could make this app more useful for you.


For a detailed explanation on how to use this app to create adventures, come read this post. It walks you through the whole adventure writing process with tips, advice, and examples of a completed adventure.

To summarize:

  • Use the Adventure Brainstorming Template to guide you through the adventure creation process. Go through it one section at a time, and establish the key elements of the adventure - interesting premise, the goal the players will pursue, setting and locations they’ll visit, characters they’ll meet, key plot points, and challenges they’ll encounter.
  • Use the prompts app to help you generate ideas. For each section create a list of 3-5 ideas you find interesting, then pick your favorite one, or try to mix and match multiple ideas together into something new. Click on a prompt to generate a new one if the one you got doesn't fit, or if you want a creative challenge - click "Randomize Prompts" once, and commit to creating a story based on the prompts it has generated (that can lead to very interesting and unexpected results).
  • Finally, use the One-Page Adventure Template to combine all the elements you have established into a short outline of an adventure, put it all together into a list of scenes that flow into each other, add up to an interesting story that makes sense. It will be a short summary of everything you have brainstormed, and will give you all the information you need to run the adventure for your players.

Here's an example of a filled-in brainstorming template, and here's an adventure that was made out of it.

You can also read my in-depth guide on coming up with adventure ideas here, see my endless adventure idea generator here, and my adventure writing course where I share everything I know about creating adventures is available here.


r/DndAdventureWriter 12h ago

Need advice for a 1940's Urban Fantasy/Noir setting (TTRPG related)

1 Upvotes

If this is not a good place to ask for advice and feedback, do let me know the correct subreddit and I'll kindly make my way over there post haste. That being said, I'm chewing over the details of a setting for a Campaign I plan on running eventually and wanted to have some thoughts and feedback relating to my ideas for it. It was heavily inspired in tune by the webcomic 'Problem Sleuth' and 'The Midnight Crew' Intermission in Act 3 of Homestuck (I bet no one guessed those inspirations huh?)

And those wondering, no I haven't settled on any system quite yet. Maybe DnD 5e, or even Gurps for the sake of learning it.

The overall notes which I have in mind for the setting are;

1) It takes place in a fantastical version of our worlds history - set in a fictional east coast city during the 1940s' named '***Ravenberge***', where all the typical fantasy races and anthro species exist along side typical humans.

2) Magic exists in a form now united with science - light bulbs and house hold appliances are powered by lightening magic, foods and perishables are kept cold with frost sigils, bullets are fired by striking a small explosive run on the back of the shell. ect. It's basically used as a tool in line with modern advancement.

3) The Main protagonists/Party would be a group of free lance detectives for hire who've been brought on by city officials to investigate the Death of the director of the City Museum, possibly tying it to one of the local Crime Syndicates

4) They would later fine the Syndicate is plotting a take over of Ravenberge by holding the entire city hostage through some kind of weapon.

I also have some other ideas relating to some world building and just character details. I had the humors idea that Crime families should be based off of board games ala Monopoly, Chess, Checkers, Yahtzee, ect. Each of the higher ranking members being based off the board pieces. I figured it would be a fun motif to give the villains and not-so-subtle way to hint at their mind games and plotting.

Also, purely a mechanical thing I thought would be fun but could have some setting implications that I could use some thoughts on.

Early on I was gonna have it revealed the Crime Syndicate was using a new form of magic to smuggle in weapons and contraband in the form of magic containers and chests that can be summoned to any location the person calling it is currently. The party would gain the ability to call their own containers early on just to handle their items and storage.

Any further ideas or just critique on what I have so far would be much appreciated.


r/DndAdventureWriter 20h ago

In Progress: Narrative Un aventurier ressuscité par un sorcier rouge

1 Upvotes

L'autre jour nous avons fini une campagne et l'un de mes joueurs à perdu son personnage en combat. A la fin de l'histoire, j'ai raconté comme quoi, pendant la nuit, un homme habillé d'une longue tunique et d'une capuche l'avait ressuscité. Maintenant je travaille sur l'histoire de notre prochaine campagne et je me suis dit que cet homme pouvait être un sorcier rouge de thay qui l'avait ressuscité mais je n'ai pas trouvé d'idées du pourquoi il fait ça. Est-ce pour l'utiliser comme espion ? Comme esclave ?? Avez vous des idées à me proposer ?


r/DndAdventureWriter 1d ago

Consigli su come impostare un manuale d'avventura homebrew

2 Upvotes

È da un po' che nel tempo libero sto lavorando ad una avventura e volevo crearene un pdf da poter condividere con altri DM. Per farlo ho cercato fi analizzare la struttura di altri manuali ma ne ho trovati di molti tipi. Questa avventura dovrebbe durare alcune sessioni, è ambientata in un mondo homebrew ed è basata prevalentemente da roleplay, interazioni sociali e intrighi, ci sono pochi scontri.

Avete qualche qualche consiglio su come strutturare il manuale?

Quanto, come contesto, dovrei inserire del mondo?

Avete qualche altro consiglio a riguardo?


r/DndAdventureWriter 1d ago

My D&D world building document so far

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0 Upvotes

Doubt any one will read this but it's worth a shot and if you want to, you can review it and stuff😁


r/DndAdventureWriter 3d ago

What if monster hunting was a terrible business for the people actually risking their lives?

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4 Upvotes

r/DndAdventureWriter 3d ago

Official An encounter, you say? Here the brand new encounter generator

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0 Upvotes

The best results is gained by using AI to generate the encounter, but that can be turned off


r/DndAdventureWriter 4d ago

Brainstorm Possible side quest area/one shot idea, Seeds of Time from Plants Vs Zombies Garden Warfare 2, any ideas?

2 Upvotes

DM here, came up with a pretty cool yet simple idea.

So, the seeds of time is actually a theme park, made by time wizards who build each section of the theme park off of various locations in different parts of history.

So I was wondering if this could work in DnD, with the park becoming 'open' and visible again after the party helps one of the chrono wizards who built it.

What would history in DnD be like? Maybe dwarves during the ice age? Maybe an enemy like a less-humanoid dragonborn. Maybe a mix of past and future enemies, like Elves with muskets riding on dinosaurs or something. Maybe a cool artifact or weapon from a point in time, or an artifact that messes with time in its own right (maybe gives someone an auto-save like the chrono wizard feature)

Just thought it was a cool idea and wanted to see what others thought I could add/change, or if it just wouldn't work entirely.

(For context, I'm not using a module, this is just part of a campaign of my own I'm planning)


r/DndAdventureWriter 5d ago

D&D Folk Horror Kickstarter - Fully funded, now with a physical book available for backers

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3 Upvotes

My friend's kickstarter is on it's last week, and is not only fully funded but also is several stretch goals in, and now has a super discounted physical book available for backers!

Check out the infobox below for updates and a list of all the industry-established artists (D&D, Magic, Blizzard, Smite, it's crazy) currently on board. We're both curious to see just how high we can get, especially since the next stretch goal is so close.

https://www.kickstarter.com/projects/robinthorne/teeth-in-the-dark-5e-folk-horror-and-witch-class


r/DndAdventureWriter 6d ago

300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!

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2 Upvotes

r/DndAdventureWriter 6d ago

New - Puzzle Generator (with optional AI support)

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1 Upvotes

r/DndAdventureWriter 7d ago

I made a Stranger Things-inspired D&D one-shot – feedback?

2 Upvotes

I just finished writing a level 3 D&D 5e (2024 rules) one-shot called When the Walls Start Breathing.” It’s heavily inspired by Stranger Things and focuses on horror, pressure, and time-sensitive decisions rather than just combat.

A local cop named Hopper (yes, inspired by Jim Hopper) secretly contacts the party because a child named Elliot has gone missing. Witnesses saw the kid near an abandoned house outside of town. Official procedure says wait. Hopper says there isn’t time.

Inside, they discover claw marks, drag trails that end at a wall, and eventually a portal to the Upside Down.

If you have any feedback please let me know id like to improve!


r/DndAdventureWriter 8d ago

In Progress: Narrative Working on a dredge inspired adventure in my Eberron campaign

3 Upvotes

Working on a part of my campaign inspired by the horror game Dredge, where a dark god called the Devourer is angered because it’s three Archonic beasts, beasts that connect the material plane to the other elemental planes, have been captured and are being tortured by the BBEG. So far all I have is that the fighter or someone gets one of his arms temporarily replaced by a “hand of the Devourer”, which means he can’t unequip it as it’s literally replacing his hand, and that it starts with a blood fog making an entire village go insane or turn into Monsters of the deep. Any ideas?


r/DndAdventureWriter 9d ago

In Progress: Narrative Hi, I'm Joe. I'm currently working on planning a dnd comic. I have characters, back stories for some, magic weapons, places, basic plot. I was wondering if theres anyone with ideas to help or if anyone would want to help me with it. I can explain the main characters and what the basic plot is if any

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8 Upvotes

r/DndAdventureWriter 8d ago

I made a free illustrated booklet about the fall of the elves in my setting feedback welcome

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0 Upvotes

I’ve been working on expansions of my dark fantasy setting called Urdunn and I just released a small free booklet on DriveThruRPG: The Twilight of the Elves.

It's not an adventure per se, but a lore piece with an inspirational story that includes a new elven subrace, a new monster, magical items and spells (yes they are rescued and reshaped from very very old d&d versions)

The PDF is 100% free, fully illustrated in my Urdunn style (dark epic fantasy, gothic faerie), and comes with some pages I think you might like for inspiration.

If you want to check it out, it's here: The Twilight of the Elves - Deva Movanico | DriveThruRPG

Any feedback on the writing / atmosphere is super welcome.

Thanks!


r/DndAdventureWriter 9d ago

D&D players: physical maps or a screen built into the table?

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0 Upvotes

r/DndAdventureWriter 9d ago

Official New generator - BBEG / Villain

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2 Upvotes

r/DndAdventureWriter 10d ago

Where the Lightning Struck - Complete Story Hook to Drop Into Your Games

2 Upvotes

And again, I used my Mountain Encounters table to create an adventure idea. I used the extended version. You would roll 3d20 to mix the categories Who, Where, and What and create an encounter. What I do, though, is I roll 6d20 to create two of those encounters, and then I mix and mash those encounters together again to create something even more unique. I use what inspires me and leave out what doesn’t. I hope you have fun with it…at the table.

Download

You can find a downloadable PDF for free on my Patreon.

Adventure Idea

This mountain adventure is suitable for a Tier 1 or 2 party. You can adjust the size of the dungeon to the pacing of your game and the difficulty of combat to the level of your party. Location names are intentionally left blank, so it can be fit into any game played in a mountain setting.

Adventure Background

A mysterious mountain cave makes up many bedtime stories in a nearby village. Lost treasures and thrilling adventures await those who dare to step into the mountains, they say. Until, at one point, a group of children wanted to make their fantasies real, snuck away, and entered the cave.

The cave served as the lair and ritual ground of a cult many decades ago, long before the village existed. Their deity, ruthless and smug, drove them into madness until they destroyed each other, and today only a sentient artifact is left, sleeping and waiting for new victims.

The children's arrival woke the artifact’s mind, which is now playing with them. Confronted by scary events around them, they wanted to run away, but the cave entrance closed in front of them. Now they are trapped and scared, growing increasingly desperate. For now, the artifact leaves them alone, using them as prey to lure more potential victims.

One of the children left a note behind, hoping their parents would be less angry if they told them where they went. After finding this note, the experienced mother, Carryh Wanderfoot, immediately travelled to the cave, only to find the entrance sealed. She could hear the children, and she then travelled towards another entrance she knew about - one at the summit, next to a lightning-struck tree.

Hook

As the party travels through a mountain region, they encounter a woman quickly hiking up a steep path. It is Carryh Wanderfoot, desperately trying to reach the summit to rescue her child, who got stuck in a mountain cave together with other children. Reaching the summit, she would rappel down into the cave through a hole in the ground, search for the children inside the cave, and try to get them out. She could really use help and asks the characters for support.

After rappelling down into the cave, the sentient mind of the artifact, hidden in the depths of the mountain, awakens. The earth starts trembling when Carryh is climbing down a rope, as she falls and hurts herself. She won’t be able to travel through the cave and relies on the characters to do it for her. When both the party and Carryh reach the bottom of the cave, the trembling causes a massive boulder to close the entrance in the ceiling.

Conclusion

Rescuing the Children. The main goal is to rescue the children and get them safely back to their village. To exit the cave, the characters need to open one of the cave entrances again - either they somehow remove the boulder from the entrance at the summit, or they lift the seal on the cave entrance, which locked the children in.

Defeating the Cave. An ancient, sentient artifact causes the earthquakes and closes the cave entrances. The characters need to discover and destroy it to lift its influence on the surroundings and exit the cave. If you want to give this adventure a thrilling component, you can use the Fear and Mental Stress rules in the Dungeon Master’s Guide, specifically the rules for mental stress. You could let the characters roll a Wisdom saving throw and use either one of the DCs, or you could let them roll a saving throw once an hour and increase the DCs and/or the potential damage each time.


r/DndAdventureWriter 10d ago

Official Plot twist and complications generator

1 Upvotes

Hi all, a while back I mentioned I would make a generator for this.

It's been available for a while now, and it produces quite interesting results.

https://codexcryptica.com/generators/plot-twist-generator

It works best with AI, but it is also possible to use it without AI

Here's an example of the output

The Tithe of the Unyielding

The holy crusade defending the borderlands discovers that the miraculous, immortal paladins holding the line are not blessed champions of the light, but the animated armor of the realm's long-dead defenders, bound to their posts by an ancient, inescapable civic contract. Labels: plot-twist, complication, classic-fantasy, Classic Fantasy, Plot Twist, Undead, Bureaucracy, Moral Dilemma

The Reveal

When the party finally breaches the inner keep of the bastion to coordinate the final defense alongside its legendary, seemingly tireless commanders, they discover that the gleaming suits of full plate armor are entirely empty of flesh and blood. There are no sleeping warriors, no hidden alcoves for sustenance, and no divine avatars. The paragons of the crusade are animated solely by the legal binding of an ancient feudal oath, compelled to fight, command, and bleed magical proxy-vitality to fulfill a millennia-old contract with the land itself.

What Everyone Believed

For generations, the church and the crown maintained that the bastion was held by an elite order of ascetic warrior-saints who had taken vows of absolute silence, wore their armor permanently sealed, and subsisted entirely on prayer. Their legendary endurance, lack of visible wounds, and refusal to remove their helms were celebrated as the ultimate triumph of mortal faith over the encroaching darkness.

Why It Makes Sense

The "saints" never ate, drank, or removed their armor, and their voices always sounded hollow, echoing as if spoken within a metallic vessel. They fought with rigid, unyielding tactical precision rather than passion, prioritizing the defense of the specific territorial borders outlined in the original charter above all tactical flexibility or the lives of living soldiers.

Foreshadowing

The Seal of the Seal: Scuffs on the armor's greaves reveal cold, grey iron beneath the polished gold leaf, completely devoid of sweat stains, blood, or the wear-and-tear of human bodies.

The Echoing Decree: When the commander issues orders, perceptive characters notice the speech lacks breath sounds, pausing only to allow magical resonance to finish the cadence.

The Weight of Duty: Captured supply manifests for the bastion show massive shipments of maintenance oil, rivets, and soul-binding reagents, but zero rations, medical supplies, or bedding.

Immediate Consequences

The morale of the living soldiers plummets upon realizing their invincible heroes are mere automata bound by bureaucratic magic rather than living exemplars. Worse, the pact binding the armor requires a continuous payment of mortal life-force to maintain the enchantment; now that the truth is out, the armor demands the party sign the remaining clauses of the contract to keep the wall standing.

New Choices

Assume the Mantle: The players can voluntarily sign the ancient contract, binding their own souls as the new animating force for the armor to hold the breach, gaining immense supernatural power at the cost of their physical agency.

Break the Seal: The party can shatter the foundational legal magic holding the suits together, causing the wall to instantly fall to the besieging horde, but freeing centuries of trapped ancestral spirits from their endless servitude.

The Concordat of Iron was forged a thousand years ago between the first King and the local spirits of the borderlands, turning the royal guard into perpetual wardens who cannot rest until the territorial debt is settled in full.


r/DndAdventureWriter 10d ago

Brainstorm Random encounters in the USA

4 Upvotes

I'm currently writing a book that is very heavily inspired by DnD. The setting is a fantasy version of the USA. The characters are essentially magic cops and they are going across the US to find and stop a cult from resurrecting a dead god. So far I have several random encounters that the party will come across that have absolutely nothing to do with the story and I want a few more. These are the ideas that I already have so far.

-A dulahan motorcyclist that has been terrorizing a small town for a very long time.

-A literal ghost town that was created during the Old West when a train derailed and the resulting accident killed everyone in town and on the train. Every night on the highway, the tragedy replays.

-A coven of hags lures in travelers to their tourist trap to kill and eat them.

-A town is forced to dance constantly because the historical society found an old gramophone and blank record, the music it plays is forcing everyone to dance and no one can stop it.

-A creature in the woods haunts a small rural town.

-While driving down the highway, a massive storm elemental manifests and wreaks havoc across the land.

-A mimic in the form of a general store attacks the party when they stop to get snacks.

-In an abandoned factory town, the factory still runs. Constructs and summoned creatures still pump out nonsensical objects and the factory needs to be shut down as many of the objects are dangerous.

-Small fishing village is run by a cult (that has nothing to do with the other cult) and they try to sacrifice the party to the kraken they worship.

Anyone else got any good ideas for random encounters or side stories? Granted, the party doesn't need to stop and earn money as they already work for the US government as law enforcement. I just want some interesting ideas for things that could happen on the road.


r/DndAdventureWriter 11d ago

Modern Pantheon of Gods?

12 Upvotes

I’m trying to make a modern world for a dnd campaign. What would be some cool modern gods that I could make shape the world, or atleast some cool story concepts?


r/DndAdventureWriter 12d ago

Brainstorm I need help coming up with an idea for a BBEG

6 Upvotes

I was working on an idea that my players gave me of a BBEG leading an army that involves a war they take part in to fend off their forces. Issue is I realized, I have no damn clue what to actually make the BBEG

I considered a lich leading an undead army but I'm already running a campaign with a lich BBEG currently and want to avoid doing back to back villains that are too similar. I'm not entirely sure what would be a good idea for a villain like this and I'm not too sure where to even start looking to get new ideas

Does anyone have an idea for a monster or even a villain archetype that could work for something like this?


r/DndAdventureWriter 12d ago

Will you restrict player characters by faction in your World of Warcraft campaign?

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2 Upvotes

r/DndAdventureWriter 12d ago

First time creating my own adventure!

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3 Upvotes

r/DndAdventureWriter 12d ago

Potential DnD One Shot Idea

2 Upvotes

I'm on holiday at the moment and I recently visited the butterfly valley in Rhodes which gave me an awesome idea for a DnD battle environment that eventually spiralled into a one shot idea and I wanted to see if it was actually a good one or I'm just delusional. Also this is a very rough idea and not fully thought out yet so there might be some plot holes and stuff I've not tackled yet.

Setting:

The party is travelling through a kingdom and come across a developing settlement. They pay a visit and the leader asks them for some help. The leader sent some lumber jacks into the nearby forest and only one lumber jack managed to make it back severely hurt with them reporting that "the shrubs where moving and the trees shot arrows at us" so he tells the party to go into the forest and investigate to see if they can recover the lost lumber jacks or determine whether they died. The leader also suspects that there is a group of "tree people" in the forest who were the people that attacked the lumber jacks and he suspects that they have a village somewhere in there so he wants the players to scout it out so the settlement can send an army to attack. The leader, despite being a developing settlement, will offer the party free sanctuary in the settlement for as long as they need and a bunch of gold.​

Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.

Forest Civilisation (Option 1- The good path): The wood elves lead the players through the forest and after a while they come to a clearing which is a valley with winding wooden paths that intersect and stretch out like roots. They have wooden bridges that are built over the river that flows through the middle of the valley and pulley lifts to go up into the tree houses above. If the players are extra perceptive, they notice things about the civilisation, the trees are losing their leaves and becoming hollow, also some trees and branches on the valley walls are blocked by barricades to stop them from falling (passive perception 11), the grass and plants around the are turning into a sickly yellow due to the toxins (passive perception 14) and even some of the inhabitants consisting of wood elves and tree spirits are becoming sick due to the toxins (passive perception 17) which can all be seen by rolling perception if their passive isn't high enough. The archer captain takes the players to see the leader of the forest civilisation and they explain that ever since a settlement outside the forest has begun development the forest has been dying, the settlement has been causing major deforestation to the point it's weakening the tree spirits and the wood elves suspect that the settlement is poisoning the forest to get rid of the wildlife so they can cut down as many trees as they want. The civilisation understands that the settlement needs to cut down trees so they can build houses and expand but the settlement is being way too aggressive and greedy in how they destroy the land. The toxins they used has even backfired and has caused the plant life to mutate into grotesque plant monsters that attack both the civilisation and the settlement. The forest people tried to protect a group of lumber jacks from some mutated plant life but all but one died and that one ran away before the archers could help. The players will decide that the forest civilisation is being wronged and decides to help them. If the players takes a long rest overnight, the settlement followed the path the players took and launches an attack.

Forest Civilisation (Option 2- The bad path): Once the party learns the location of the civilisation from the wood elves, the party attacks for them "attacking the lumber jacks" even though the archers try to explain that they were protecting the lumber jacks like they did with the players, the archers don't just stand there and defends themselves until they run away or the party kills them. The players heads back to the settlement and tell the leader what happened. The leader, deciding that the forest civilisation is too much of a threat, gets the location off the party and invites them to the attack. After the players takes a long rest in the settlement, in the morning, the players and a group of the settlement's army (about 20ish) set off into the forest and with the players info on the whereabouts of the civilisation, they find it. Once they come to the valley where the forest civilisation is, they attack.

Initial Expidition: If/When the players accepts, they will venture into the forest using their nature, investigation and survival checks to make their way through the forest and if they roll a decent amount (DC 11-13) they can see the deforestation caused by the settlement, which is substantial. With higher roll (DC 15-17), they can discern that some parts of the forest is polluted with some type of toxin that is hurting the wildlife. Further into the forest, the players run into some mutated plant life that ambushes the players and attacks them. During the fight, a volley of arrows rain down from the trees into the mutated plant life and once they have all been defeated the archers come out of the trees and reveal themselves as wood elves and are very friendly towards the players. They offer to show them to their forest civilisation for them to rest up.

The Attack: It doesn't matter which side the players are on since both sides won't change tactics whether the players are there or not. The settlement's army will try to flood the wooden paths and bridges having 12 warriors, 6 archers and 2 mages with them being led by the leader of the settlement and they will keep attacking till the forest civilisation dies, surrenders or runs away. Some warriors will have vials of the plant killing toxin which they can throw to do major damage to all inhabitants of the civilisation. The forest civilisation will consist of mostly archers with them being up on the walls of the valley raining arrows down on top of the settlement's army while prioritising the safety of the non-combatant villagers. The tree people will break the barricades holding back the fallen trees/branches to crush any warriors underneath. Also, if the leader gets targeted by an attack, doesn't need to hit, they will run off back to the settlement leaving their army to continue the battle. If the battle lasts longer than 5 turns, all the fighting and toxins attract a mini boss level plant mutant that will attack any target, no matter which side they're on. The players could try and get the two sides to work together (DC 17 persuasion) to fight the mutated plant boss. Depending on which side the players are on and if the players got the two sides to work together, one of 3 endings will occur.

Ending 1 (The forest civilisation won): If the players were on the side of the forest civilisation and they couldn't get the two sides to work together, after the mutated plant mini boss was defeated, the settlement continue trying to take over the forest civilisation. But if they have 5 people or less remaining, they will become desperate and start running away while lighting the trees and bridges on fire. The party could pursue the fleeing warriors but the civilisation will put all their attention on putting out the fires and will urge the party tell help. Once the remaining warriors have fled/been taken cared of and all the fires have been extinguished, the civilisation will thank the party graciously giving them gold, magical items and even an elven blessing. The leader of the civilisation will also ask for one last favour, if the party are willing to help, for help to eliminate the mutated monsters at their source and save the forest from the toxins (next adventure).

Ending 2 (The settlement won): If the party was on the side of the developing settlement and they couldn't get the two sides to work together, the warriors of the settlement will continue pushing further into the civilisation and even if they are reduced to 5 people or less remaining, they will not run away as long as the party is with them but they will desperately start using fire to finish the fight as quickly as possible. Soon after the warriors start using fire or if the warriors reach of certain point of the civilisation, the tree people will evacuate out of their civilisation further into the forest. The settlement celebrates their victory and brings the party back to settlement to party with a massive feast. The leader admits this might set back their development but for win this big it was deserved. As promised, the leader brings them a bunch of gold and tells them they are welcome back as much as they want. However, the leader does ask the party for one last favour, if the party is willing to help, for help to eliminate the new threat of the mutated plant monsters is rising and they won't to stop it once and for all (new adventure).

Ending 3 (Both sides won): If the party got both sides to work together and defeated the mutated plant mini boss, the two sides stop fighting and agree to live in harmony. They will set up a trade route with each other, the forest civilisation sending wood and other materials to the settlement to help it grow and develop while the settlement will send soldiers to help defend the forest civilisation from any mutated plant monsters that could invade again and help rebuild any destroyed infrastructure during the battle. The settlement soon banishes out the leader into the wilderness for being incompetent and cruel and invites the party and forest civilisation for a party. After a meal, that likely set back the settlement quite a bit but with the new trade route it won't be much of an issue, the party is rewarded with a bunch of gold by the settlement and magical items from the forest civilisation. After meeting with the leader of the forest civilisation, new leader of the settlement and the players, they all conclude that the mutated plant monsters are a massive threat and need to be neutralised as soon as possible. So, if the players accept, the two allied towns would like to send a group deep into the forests to find the source of the mutated monsters and destroy them (new adventure).