An endless stream of random encounters

Wooden effigies

The party encounters strange wooden effigies. The effigies are about half the size of a normal human, and are crude depictions of humans, sometimes partially painted. The effigies are portrayed as wielding weapons, but the details are mostly attached to their bodies. Thus they are closer to wood carvings, rather than detailed statues.

The effigies are there to protect the land, which a successful knowledge check may reveal. The DM may choose to have the effigies come alive at night as wooden constructs, and swarm the players to drive them away.

Piranha river

The players encounter a shallow river. In the middle of the river lies a deceased elk. Its corpse barely breaches the surface of the water. From a distance, it is unclear how it died. A successful Wisdom (Survival) check DC 12 reveals that the river is full of hungry schools of piranhas. And a successful perception check DC 14, reveals that the elk has been eaten from below. The piranhas are driven into a frenzy, and will also attack the players if they try to cross.

The blood moon

The moon at night has a blood red color. All monsters have their challenge ratings increased by 2 as long as the Blood Moon is in effect, and all animals are far more aggressive than they would normally be.

Enchanted Pool


The players stumble upon a pool in the forest surrounded by beautiful flowers. Various fairies circle the pool, and bestow their magic upon the water. Forest creatures drink from the pool, without being scared of the players. If the players drink from the pool, all their wounds are healed, and they are cured of all diseases and curses. If the players take some of the water with them, it will lose its magical properties after 1 day. If the players disturb the peace, for example by attacking anyone at the pool, the fairies will turn hostile.

The DM may decide that the fairies abandon the pool at some point, after which it too loses its magical properties. Thus the pool is not an infinite source of healing for the players. Fey prefer peace and secrecy, and after their secret ponds are discovered, they might leave and seek out a new secret place.
 
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NotActuallyTim

First Post
A Song for the Weary

The party encounters a circle of halfing commoners making camp. One of the halfings is playing music using a set of pipes. If the party decides to stay and listen to the halfings music, they gain 1d12 temporary hit points from listening to the song, even if they don't like it very much.
 

The ancient beast

The party encounters a cliff with a massive fossilized skeleton of some ancient beast, which forms a bridge across a deep ravine. The beast has a massive horned skull with long jagged teeth, which rests on the other side of the ravine. The lower jaw is missing. The bridge itself is mostly just the creature's spine, and it seems other limbs have broken off. A landslide must have liberated the stone beast from the side of the mountain. Savage winds shake the skeleton occasionally. The players must succeed on a Dexterity (Acrobatics) check DC 10 to maintain their balance if they walk across.

Optionally the DM may decide the skeleton is animated, and speaks to the players. The DM may replace the acrobatics check with either of these: The skeleton may ask the party a riddle, or demand a task of them, before they are allowed to cross.

The hot water spring

The players arrive at several rocky plateaus where a warm river gently cascades down the many levels. The river seems to be coming from a nearby hot water spring, and thus the water is quite warm. The plateaus make for an excellent natural swimming pool. The current is gentle, so the players can bath safely, without accidentally plunging to their death.

The fruit tree

If the players succeed at a perception check DC 12, they notice some delicious fruit hanging from a nearby tree. The tree has 1d6+2 fruit hanging from it, of a type of the DM's choice. Climbing the tree requires a successful DC 12 Strength (Athletics) check. Or they can try shaking the tree with a successful DC 14 strength check. Chopping down the tree is also an option, if they have appropriate tools.
 
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Bloodshed

The players stumble upon the remains of a caravan. Corpses of horses and men lie scattered about, and what remains of the wagons shows clear signs of a violent battle. The DM may decide if this slaughter was caused by a monster, several creatures, bandits, or something else. Adjust the details of the scene accordingly. The DM may also decide that the culprit(s) left tracks, that the players can follow with a successful Wisdom (Survival) check DC 16.

Lucky stars

At night there's a a shower of falling stars in the sky. Spellcasters who watch the event are granted the gift of a new spell the next morning.

Oath to the sword

The players encounter an old burning sword on a hill. There is elvish writing on a nearby stone, which reads.

"Make an honorable vow and I shall see it through"

Touching the sword deals 1d4 fire damage per round, and the sword refuses to budge, unless the wielder makes an honorable oath for which he needs the sword. If the sword considers the cause just, it stops burning and can be drawn from the earth. It is then as good as new. As soon as the oath has been completed, the sword becomes old again, and rusty. If it is planted back in a hill, it lights on fire again, waiting for the next person to make an honorable oath. The sword is magical and deals magic damage when wielded.
 
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travathian

First Post
Troll Toll

As the party travels down a well used road, they see in the distance a troll sitting on a stone bench on the side of the road. Past the bench is a 40' long and 10' wide stone bridge, spanning a chasm 80' deep. Tazingo the troll simply sits there waiting until travelers reach the bench at which point he says "Troll Toll" in common (unless a dwarf is present, in which case he says it in Dwarven while looking at the dwarf). If asked what the toll is, the troll gives wildly varying answers to each person wanting to cross (d20 x d20 gp). Anyone paying is allowed to cross. Anyone attempting to cross without paying or who threatens or attacks is attacked. He does not attack bystanders or innocents.

Tazingo was raise by dwarves in a far away mountain range. The dwarven king was cursed by a hag to raise Tazingo or never bare a son. And so the king treated him as his own son, raised him in the dwarven ways and sent him away 'on a mighty and important' quest. The quest was to find a bridge that needed to be replaced, rebuild it, and collect tolls from it until the king arrived. Tazingo has trolled this bridge for over 20 years.

The local militia and trades guilds do nothing to stop him as they are all aware of how to trick him into letting them pass for free or for token items. In return, they have a troll who maintains the bridge in excellent condition and wards off bandits in the nearby area. He gladly accepts trades for tolls, especially dwarven ale, livestock, and mining/mason tools. Tazingo lives in a cave at the base of the chasm, which he carved himself and used the stone to make the bridge.

Troll statblock from MM (p291) with the following exceptions:
Tazingo the Toll Troll
Lawful Neutral
Int 5, Wis 7
Languages: Giant, Common, Dwarven
Gullible: Has disadvantage on Perception checks to see if someone is lying. Opponents have advantage on Deception/Persuasion checks if they have encountered Tazingo before, or were informed about common ways to trick him. (can not be convinced to give up his post or change the cost of a toll once he has announced it)
Stonecraft: knowledge of masonry, mining, stonecutting and bridgebuilding.

- inspiration from Divinity: Original Sin
 

Lanliss

Explorer
This has fallen down a bit, so here is another one I thought of.

Old House

As you walk down a road, suspiciously lacking in other life for some time now, you come across an old house, now little more than a roof on stilts.

(if the party approaches the house have them roll against a DC 15 illusion. Failure puts them to sleep) As you approach a mist blows in from behind you, and as it passes over you the image of the home flickers, gaining walls and a seemingly happy family. When they notice you they all become stoic, and rise to their feet. Their fingers elongate, and their jaws lengthen as they attack.

4 Ghasts, who will reveal the location of a minor magical item, hidden in the dark recesses of the home, if you defeat them.

EDIT: I should have mentioned, if you succeed on the saving throw you are not included in the illusion, and cannot perceive the ghasts, or assist in the fight against them. Consider it a kind of dream sequence/time jump thing.
 
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The old temple

The players encounter an old temple, painted in red colors. The building is made from wood, with a wooden roof. Outside a monk is sitting in front of a flame. The monk has taken a vow of silence. Inside the players will meet more monks. The players can rest, and be healed here by the leader of the order. Most evil creatures stay away from the temple (especially undead), because it is sacred ground, and dedicated to multiple gods. As such it is a sanctum that keeps evil at bay.

Statue of a hero

The players encounter a large stone statue of a well known local hero. A caravan of merchants is gathered around the statue, selling their wares. The players can buy supplies and weapons here.
 

Shadowdweller00

Adventurer
Make Off with the Cutlery: (Urban/Wilderness, Day)
The party comes across a couple animated dishes and some animated silverware walking down the road (on magically constructed legs). These objects were the result of a miscast spell inside a mage's house. If the PCs pay the objects too much attention, the animated objects becomes frightened, scatter, and try to run away and hide; screaming piteously all the while. The objects can speak and understand common, but aren't very interested in talking. They can be threatened into servitude or caught and sold as curios for about 100 gp a piece. They are motivated primarily by wanderlust, and might be convinced to march to a particular location if the PCs can convince them that there is something interesting there.

Giant's Lair: (Wilderness, Day)
The PCs come across a cave containing an encampment of some sort: Bedding, a campfire, clothing, human bones that seem to have been recently eaten, possibly some treasure. If they decide to do so, the PCs can ambush the monster - be it a giant or whatever else. Because the PCs start out with the advantage of awareness, the GM can safely up the encounter difficulty a bit. Make sure that there are signs in the lair of how many enemies live there and/or how difficult they might be.
 
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akr71

Hero
Abandoned Mill
The farmland you are travelling through shows signs of abandonment. The crops grow in clumps and patches here and there, birds eat the overripe grains and the root crops appear weedy and tough - a successful Nature check (DC 13) reveals that these plants probably seeded themselves and have probably done so season after season.

The ground rises toward a hill not far off from the abandoned fields. Atop the hill is a derelict windmill - the sailcloth is long gone, but an occasional wind gust still catches the sails. If the party approaches the mill they will hear the distinct sound of stone grinding on stone when one of these gusts hits. The inner workings of the mill are still in fair condition and the gusts move the mill stone a few inches every time.

Sacks of rotted and rotting flour are stacked in the lower levels of the mill. The roof is in disrepair, letting in rain and causing the upper level floorboards to be mostly rotted. A successful Perception DC 15 will reveal the state of the upper floor - the second floor (accessed by a ladder) can hold up to 120 pounds - if any more weight is added, the floor will collapse dealing 1d6 falling damage to whoever was on the floor and 1d10 bludgeoning damage to everyone underneath (Acrobatics/Dex save DC 15 for half damage).

A long forgotten wooden box is also on the second floor. The box is locked and the lock is badly rusted (DC 20 to unlock, or AC 10, 3HP to smash). It will tumble down with the rest of the floor if it collapses. Inside is a leather bound ledger listing names, dates, weights and types of grain delivered for milling and a small bag of coins (20cp, 15sp & 3gp)
 

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