An endless stream of random encounters

Lanliss

Explorer
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)

Seems like a good opportunity to hide an adventure hook with Thieves Cant.
 

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shawnacarrier

First Post
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akr71

Hero
The Boar Hunt
Travelling down a forest road, the party hears a noise off in the distance - shouts, horns and barking dogs. Any party member that succeeds on a Nature check (DC 10) figures that the commotion is group of 'beaters' trying to force game towards hunters waiting in the woods up ahead - they are at least a quarter mile away, maybe further. The hunting party is about 100 or so yards ahead of the PC's and spread out in a line through the forest. Six Nobles (substitute the rapier for a spear) and six Scouts (substitute the shortsword for a spear). The Scouts are there as backup in case the Nobles need it, but they will also use their longbows to take down any game other than the preferred wild boar.

If the party keeps travelling and gets in front of the hunters lying in wait, there is a 25% chance (roll every for every 100 feet traveled) that the game will burst through the woods on the road in front of the party, attempting to cross the road and disappear into the woods on the other side. Roll d10 to see what type of animal crosses the party's path.
1-3 boar - charges the party immediately on a Perception DC > 10, or if attacked
4 giant boar - charges the party immediately on a Perception DC > 10, or if attacked
5-6 black bear - charges the party immediately on a Perception DC > 15, or if attacked, other wise will dash into woods
7-9 deer - uses dash action to travel deep into the woods
10 moose (use elk stat block with max HP) - - charges the party immediately on a Perception DC > 10, or if attacked

If something crosses the party's path, a scout will come investigate. If the party is attacked, the noise of battle will draw half the hunting party (3 nobles, 3 scouts) to investigate. They will arrive 3 rounds after combat starts and accuse the party of stealing their prey. The party will need to succeed Persuasion check contested with the Nobles' Intimidation check. It is just 'sour grapes' on their part at missing out on the fun.

The group of 'beaters' is 10 commoners and 6 mastiffs​.
 

Shadowdweller00

Adventurer
Fairly Bizarre (Wilderness, Day)

The PCs begin to encounter rural folk along the roadside - a shepherd looking for lost sheep, a huntsman looking for his dog, a handful of villagers with torches and pitchforks seeking bandits who they claim stole livestock. If the PCs agree to help, they can find animal tracks and follow them to a secluded vale with a DC:15 Survival check. The animal trails lead through a grove of dark and twisted trees within the vale to a grassy clearing. Within the clearing can be found the missing animals, milling around a variety of brightly colored tents, crumbs of various foodstuffs, empty cups and bowls, perhaps a wooden stage with straw bales for seating. All apparently signs of some sort of country faire. However, there are no signs of life other than the animals. The PCs can attempt to steal or return the animals and maybe gather some tents or other abandoned equipment.

Depending on the needs of the group at the time, DM can decide what happened or leave it as an unexplained mystery. Some possibilities - fey, ghosts, the animals are actually people transformed by a curse that is lifted once every ten years or so, it's all an elaborate trick, slaughter by competing bandit groups, or whatever else. The PCs may have to contend with whatever brought the animals to the abandoned faire, might suffer pranks, or even a curse themselves. Perhaps ten years pass by while the PCs explore the vale.
 
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Shadowdweller00

Adventurer
Roughnecks (Urban/Wilderness, Day)

The PCs encounter a group of well-armed human, orcish, or hobgoblin warrior-types who are harassing and threatening anyone nearby. The warriors aren't actually interested in killing and raiding, they're just bored and looking to get into a good fight and maybe swap stories with a worthy opponent. The PCs immediately draw their insults. If the PCs draw weapons and attack, the thugs start jeering at their cowardice and instead attack with fists or knives despite visibly bearing heavier weapons. The thugs leave any downed foes unconscious and stable. Should any ensuing battle result in the thugs not being slaughtered, they clap the PCs on the back and acknowledge their prowess after at least managing a single blow. Once this occurs, the thugs start pointing out scars, showing off trophies from their adventures, and telling improbable tales of former battles. If the PCs again manage to impress the thugs with similar stories, they offer drinks, an exchange of minor magical trinkets, some useful information about possible adventure hooks in the area, and maybe a promise of assistance - if the PCs ever find themselves in trouble.
 
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Shadowdweller00

Adventurer
The Howling Horror (Wilderness, Night)

While the PCs are camped in the wilderness at night, driving rain and a chilling wind spring up; punctuated shortly thereafter by wild shrieking sounds. The shrieking has a 50% chance to be caused by incorporeal undead. It is otherwise caused merely by the wind whipping past nearby terrain. Any PC on watch at the time can attempt a DC: 15 nature check (scaled appropriately to party level or ability) to recognize the sounds as natural or unnatural - which is rolled secretly by the DM. Failure by 5 or more yields false information; whereas failure by less than 5 is merely inconclusive. Any PC who is not woken up can safely sleep through the weather, suffering no ill effects from fatigue at dawn (unless attacked or roused during any subsequent battle). HOWEVER, any PC who is woken and who does not possess a tent (or can think of any other appropriate strategy for dealing with the unpleasant weather) must succeed at a DC: 15 Wisdom save to fall asleep again. Failure on this check means that the PC is unable to sleep, does not benefit from a long rest that evening, and suffers 1 level of exhaustion when morning comes.

If the shrieking is caused by incorporeal undead:
The undead wait 1d3 hours before finding and attacking the PCs, which may be long enough that the PCs drop their guard again and (try to) go back to sleep. The undead ultimately find and attack the PCs unless everyone is woken up and they travel at least 5 miles before camping again; potentially getting themselves lost in the dark. At the DM's discretion, if the PCs search the area the next dawn for at least 1 hour after defeating the undead during the night, they may find a burial site, old battlefield, ruin, cairn, scattered sets of bones, or some other site to which the undead were previously bound. This site may contain CR-appropriate treasure. Some level appropriate encounter groups for a party of four (according to DMG criteria which may, to be fair, be wildly off):

Party Level:
1 -> 1 spectre or 1d2 shadows (and beware limited resources and/or chance of instadeath with bad rolls)
3 -> 1d4 spectres; or 1d4+1 shadows;
5 -> 1 wraith coupled with 1d2-1 spectres; 1 banshee or ghost coupled with 1d3-1 spectres; or 1d6+4 spectres; or 1d4+8 shadows
8 -> 1d3 ghosts or banshees; 1 wraith/ghost/banshee and 5 spectres; 10 spectres; 14 shadows
10 -> 1 wraith and 1d2 ghosts; 1d3+1 ghosts or banshees; 1 wraith/ghost/banshee and 7 spectres; 2 ghosts and 4 shadows

...or 1 kobold / goblin / kenku / pixie / forest gnome with a hollow, leather cone.
 
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Shadowdweller00

Adventurer
Wizarding Battle (Urban/Wilderness, Day or Night)

The PCs begin to encounter a succession of disturbing phenomena - villagers on fire, weird lights on the horizon, collapsed buildings, thunderous explosions, blackened trees or other natural objects buzzing with sparking St. Elmo's Fire, fantastic extraplanar creatures that may be rampaging or themselves running in fear. If the PCs choose to investigate the apparent source of the disturbances, they find a pair of robed figures screaming insults at each other; while casting powerful spells, but not directly at each other. If the PCs listen or try to engage the rogue mages in conversation, they quickly learn that the two bear outlandish names - such as Zangibar the Eternal or Kor-Magnian the Magnificent. The two might actually be any sort of caster - wizard, sorcerer, cleric, bard, druid, warlock. The mages each possess outsized egos and a sense of rivalry that borders on the obsessive. They are presently fighting over some magic-related bauble or ingredient. A curio from an antiquities shop, for example, or a rare ingredient from an Alchemist ("How DARE you buy out the basilisk's tears?"), or possibly a rare herb. The mages have professional standards - they don't want to kill their respective rivals; they want to humiliate their rival and force the rival to admit that they are, in fact, the superior magician. Never mind that this is contrary to human and presumably demihuman nature. The mages are essentially trying to upstage each other with demonstrations of magic. They refuse to actually direct attacks toward each other ("No, no violence is uncivilized." "Bah, I could kill Zangibar with a flick of my fingers. But then his sycophants would never acknowledge the superiority of MY magical methods." "Yes, of COURSE I could magically COMPEL Kor-Magnian to admit to my superiority, but it wouldn't be REAL!"). But if the PCs try to intervene or somehow make themselves conspicuous to the mages (particularly if a PC is a caster themselves), the two will try to convince the players to judge whose magic is superior. If a spellcasting PC tries to prove that said PC is actually the superior mage, the two become convinced that this new upstart is a threat to their contested prize and both quickly attack. If the PCs reach a consensus on which mage demonstrates the more impressive magic: The winner gloats, and grabs the contested prize. The loser threatens vengeance and teleports away in a puff of smoke.

The winner offers to cast a spell once on the PCs' behalf (or possibly once for each participating PC's behalf) and gives the PCs a charm that allows temporary communication with the mage at the desired moment. It takes one round to activate the charm and make the request and another for the victorious mage to teleport in before they can finally cast the desired spell on the third round at barest minimum. And the mage may or may not have PRECISELY the right spell available unless the request is made days in advance. But the loser watches the party from afar through scrying, and teleports in to cast one spell that hurts or hinders the PCs (or possibly once for each participating PC) when it is least convenient.
 
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akr71

Hero
The Egg
In a fairly unremarkable village or small town there is a green space or park near the center of the town. In the center of the park is an elaborately carved stone pedestal about 1 foot high upon which sits a large stone egg - the whole thing is perhaps 3 feet high. On the first day after the full moon, the townsfolk gather in the square for The Contest. Anyone who wishes may attempt to lift The Egg and those can make it budge are treated to free drinks at the local tavern (there is only one in this little town). That evening at the tavern the only conversation is about The Egg - stories are swapped like fishing tales and The Egg gets lifted that much higher with each telling.

The Egg emits an aura of transmutation magic, should Detect Magic be cast on it. If the party can find any one to be more forthcoming, legend has it that The Egg is the unborn young of a giant gargoyle and should anyone be able to lift it above their head, The Egg will hatch and whatever is inside will be forever subservient to the creature that lifted it. Everybody know someone whose brother (or was it brother-in-law, no cousin) lifted The Egg up to their shoulders and whatever is inside spoke to him. It said "I am not ready, you must put me down. Perhaps another day."

Strength (Athletics) DC 15 to budge The Egg, DC 20 to lift it slightly off the pedestal, DC 25 to raise it to chest height and DC 30 to raise it above their head. For whatever reason, attempting to use magic or more than one person attempting to lift The Egg fails to budge it even the slightest.
 

Shadowdweller00

Adventurer
Not-So-Abandoned Lodge (Wilderness, Night)

As the PCs are looking for a place to camp for the night, they find an empty old hunting lodge. The place is in need of some repair, but cleanish, considerably warmer and drier than the surroundings, and possessing a both a serviceable fireplace and reasonable supply of stacked firewood. The place looks abandoned - dark, dingy, slightly sodden. Unbeknownst to the PCs, the lodge is actually claimed by a noble family who keeps a game reserve off in the wilderness that they rarely visit. (Possibly even for hunting monsters depending on how dangerous the surroundings are). There is a 25% chance each night that the PCs stay at the lodge that they attract the attention of a game warden - a scout, ranger, or other similar NPC. The warden presumes that the PCs are poachers and immediately tries to arrest them.
 
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akr71

Hero
That's no Farm!
As the party rounds a bend in the road they see a small farming community in the distance. Smaller than a village or hamlet - maybe no more than half a dozen families work the land in this area. There is a small tower on a nearby hill. The party can see season appropriate activity in the fields - plowing or sowing seeds in the spring, harvesting in the autumn, etc.

It is not until the party is much closer, say a few hundred yards, that they can make out that it is not people working the fields, but skeletons - and skeletal oxen hitched to the plow. They do not show any hostile intentions, but individual skeletons will defend themselves if attacked. The skeletons work the fields for the necromancer who resides in the nearby tower.
 

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