It’s time for a long rest, and the characters are out and about in the hinterlands of Phandalin. Who will stand watch as the party sleeps? “Gosh, I don’t know. Who has darkvision? How many elves are there in the party? They don’t sleep, right? I think they’re into tantric meditation or some shit and don’t need sleep.”
Most nighttime random encounter tables you’ll come across are built for combat encounters, which can become predictable. “It’s time for a long rest. Everyone sleep with one eye open.” From there, it’s simply a matter of whether a combat happens or not. Let’s roll the dice a couple of times and find out, shall we?
Personally, I feel like the three pillars of adventure (exploration, social, and combat) shouldn’t come to a screeching halt the moment it’s time time build a campfire for the night. That is, if the characters will light a campfire at all because, you know, “NO FIRE!”
I have played/run games at tables where “NO FIRE!” was some hard and fast rule among player characters, because there’s an assumption that a fire would make the party easier to spot in the wild, and thus invite a combat encounter. However, since there is no mechanic to increase the chances of a nighttime combat encounter due to the presence of a campfire, I’ve always found the “NO FIRE!” thing mystifying.
Anyhoo, if nighttime random encounter tables were more balanced with regard to the exploration, social, and combat pillars, long rests could be more than just the end of an adventuring day where characters replenish hit points and class features while waiting to see if there’s going to be a fight about it or not.
When I try to think of ways to balance out the pillars for a nighttime random encounter, I see something like a nightcap that gives you pleasant dreams when you wear it as an opportunity to do that. Among the listed trinkets, this seems like a lighthearted curiosity. But, if you’re running Lost Mine of Phandelver, what if these dreams provided a random social encounter with a Phandalin NPC as a light-hearted premonition?
A dream sequence might look something like this:
You are rocking in a large wooden chair in front of a crackling hearth. The smell of stew and fresh bread fills the air. A warm cat curls at your feet. An innkeeper hums as he wipes down a tankard behind the bar, then looks up at you and says “Welcome. We sure are glad to see you…”
You chase a giggling halfling child through a twilit forest until he stops at a rock face with a fissure large enough to walk through. “This is how you get in,” he says, “but you’ll need to be quiet.”
From behind, you see the shapely form of an elven woman in flowing vestments stands at the end of a darkened forest path. She combs her long, flowing silver hair with a jeweled comb. She looks over her shoulder, giving you the hint of a smile as she says “Fortune favors the bold…”
With any luck, the recipient of such a dream sequence might be inclined to feel a connection with these NPCs upon meeting them after first dreaming about them. Perhaps this leads to social interactions with these NPCs, or interest in their circumstances.
You could also tinker with the flavor of this trinket. Maybe there’s a 1-2 punch to it, where the character first experiences the light-hearted dream sequence one night, but then the same dream sequence goes sour the next night. Kind of like the dream sequence that goes sour in the movie Happy Gilmore, where the villain (Shooter McGavin) initiates foreplay with the protagonist’s love interest (Virginia Venit) then moves on to Frenching the protagonists KISS-larping grandma.
You are rocking in a large wooden chair in front of a crackling hearth. The smell of stew and fresh bread fills the air. A warm cat curls at your feet. An innkeeper hums as he wipes down a tankard behind the bar, then looks up at you and says “Welcome. We sure are glad to see you…” He then begins to cower behind the bar as three large shadows suddenly darken the common room.
You chase a giggling halfling child through a twilit forest until he stops at a rock face with a fissure large enough to walk through. “This is how you get in,” he says, “but you’ll need to be quiet.” An enormous, luminescent green eye balefully peers out from the darkness of the fissure.
From behind, you see the shapely form of an elven woman in flowing vestments stands at the end of a darkened forest path. She combs her long, flowing silver hair with a jeweled comb. She looks over her shoulder, giving you the hint of a smile as she says “Fortune favors the bold…” just ask she covers her ears in a silent scream as she is overpowered by an unearthly piercing shriek that wakes you with a start.
These are just examples at the top of my head. I’m certain you can come up with a bunch more if you want. I’d likely do both the sweet and the sour dreams to thicken the plot as the characters arrive in Phandalin.
Whichever you choose, either of these dream sequences could be applied to great effect in your game. One provides a subtle signal for a friendly or useful NPC. The other portends to some hidden threat that a character would hopefully find interesting enough to suss out.
This trinket is an opportunity to deepen your story without exposition dumps. Players can get more narrative breadcrumbs and connections through the dreams inspired by this nightcap.
So encourage a character to tuck in, pull the cap over their ears, and drift off.
Let’s be mutuals over on Bluesky! If you’re interested, I’m @ticklecorn.bsky.social. I always follow back.
If you’d like to support my work, please consider checking out my supplements for Lost Mine of Phandelver and Dragon of Icespire Peak over on Dungeon Master’s Guild! All of my titles are Free/PWYW offerings.







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