An endless stream of random encounters

Ashabel

First Post
I love that one akr71. I have brought up that idea before in different campaigns when discussing whether or not undead are automatically evil.

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Shadowdweller00

Adventurer
The Empty Stone (Wilderness, Day or Night)

The party passes by what appears to be a well-used campsite near a strange monolith. The stone is etched with faint markings that have nearly worn away. Piled at the base are loose coins, wilted flowers, and small bones or other remains of foodstuffs. A DC: 13 history check reveals that the monolith is druidic in nature, designed to provide a home for a guardian spirit. The items at the base of the stone are the remains of offerings from travelers. However, if a party member communes with spirits in the area such as by talking to local fey, casting spells like legend lore, divination, or commune with nature, or simply by observing that the monolith has no discernible effect over the long run, they might discover that the monolith has actually been uninhabited for many decades. Because there is no guardian spirit, it's safe to steal the offerings if the anyone chooses to do so. Though said offerings are unlikely to amount to more than about 1d12 gp in assorted coins. If a druid, nature cleric, or member of an organization such as the emerald enclave should somehow learn that the monolith is empty and manage to convince a fey creature, non-vengeful ghost, or other benign spirit to inhabit the stone then they gain inspiration. In such an event, the surrounding wilderness becomes safer and more wholesome. No monsters attack any who camp at the site if this occurs.
 

Shadowdweller00

Adventurer
Heroes for Hire? (Urban/Wilderness, Night or Day)

A band of kobolds, goblins, or other savage humanoid (most especially cowardly types) approach the PCs carefully, decide that they are well-seasoned, and attempt to hire them to help raid a nearby merchant caravan, small keep, or farmstead. They offer a small sum of gold as well as a share of any loot (which should be commensurately greater to make the hiring worthwhile). The creatures in this case don't fully understand the concept of ethics amongst more civilized races and thus it does not occur to them that someone might object to their scheme on moral grounds. The creatures mostly honor any offers they make, although they might be tempted to betrayal if they see the PCs in serious trouble. They may or may not see downed PCs as fair game for looting.
 

akr71

Hero
The Well
There is a public well near the center of town - it is centrally located, but for some reason is avoided by the townsfolk. While the townsfolk are shy to discuss it with strangers, they can find someone willing to talk relatively easily - the townsfolk believe it is haunted.

As the party passes near a public well have them all make Wisdom checks. The roll is more to get them wondering what the heck is going on - as they get closer, tell the player who rolled lowest that they hear a voice in their head. "We need food! Come to us..." As the party gets closer and spends more time near the well, they will eventually all hear the voice in their head. "Come to us. The light hurts. We are hungry. Help us!"

About 20 feet above the water level of the well, there is a large crack in the side of the well. Its a tight fit, but moving a couple of stones would make it so that medium sized creatures can squeeze in without too much trouble - single file. There is a natural tunnel and small cavern inhabited by a colony Violet Fungi-like creatures. These specimens have somehow developed limited telepathy - they can express simple thoughts and emotions to within 20 feet of the well. They are susceptible to fire and heat damage, however their Rotting Touch attack does 2d4 necrotic damage instead of the usual 1d8 and they will each have at least 2 attacks with their Multiattack action. Put as many individuals as you think would make a good encounter for the party - it is close quarters fighting to be sure.
 

Shadowdweller00

Adventurer
Ominous (Urban/Wilderness, Day or Night)

One or more characters experiences an omen - a sign from celestial, fiendish, or unaligned spiritual forces of their favor or disfavor. The omen may have a 50% chance of being good or bad; or might be determined as appropriate to the DM's present story arc. Good omens might include: sightings of rare, majestic animals; vivid, insightful or pleasant dreams; visions of celestial beings or seelie fey; sunlight breaking through dark clouds; shooting stars; sudden, barely explicable senses of peace, companionship, or some other sign appropriate to the individual character's deity, philosophy, background, and/or class. If a character experiences a good omen, recognizes it as an omen, and roleplays the experience to the DM's satisfaction then that character gains advantage on one ability check or saving throw of the DM's choice the next time that character is in significant danger. Bad omens might include: storm clouds; flocks of ravens or other carrion birds; horrible nightmares; eclipses; sudden sensations of frigid cold or inexplicable fear; empty carriages passing by, tolling bells where none should be, visions of fiendish entities, unseelie fey, or classic symbols of death - such as maggots or other carrion eaters; or something else appropriate to the character's deity, philosophy, background, and/or class. If a character experiences a fell omen and fails to propitiate malign deities, unseelie fey, or other dark spirits within a short period of time (regardless of whether they recognize the omen as such) then they suffer disadvantage on one attack roll, ability check, or saving throw of the DM's choice the next time they are in significant danger.
 
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Shadowdweller00

Adventurer
Not Like the Other Doors (Urban / Wilderness / Dungeon, Day or Night)

The PCs find a mysterious door, perhaps in an abandoned building, ruin, cave, wizards tower; perhaps lurking somewhere innocuous, such as an inn hallway, mansion, or even a peasants house. The door is made of solid metal and is barred, boarded up, chained shut, and set with many locks. The exterior surface is surprisingly cold to the touch, perhaps even bearing a slight sheen of frost. Any inhabitants living around the door are hazy about what lies behind it, but warn the PCs with surprising vigor never, ever, EVER to open it. The door is a portal to a place beyond the stars where an unspeakably horrible, many-tentacled monstrosity lies imprisoned. The monstrosity is utterly alien, possesses vast but bizarre knowledge, and is constantly ravenous. If the PCs open the door, the creature immediately thrusts 1d4 tentacles through the door. Treat each tentacle as a giant constrictor snake with the following modifications: The tentacles cannot move more than 15 feet from the doorway. Tentacles are presumed to occupy any space between a victim they attack and the door. Multiple tentacles may occupy the same square, and they may pull victims within that area. Their constrict attack can be used on any PC within 15 feet from the door. If any PC is hit by a constrict attack, the tentacle pulls them adjacent to the door. Even if the PC does not change location because they are already adjacent to the door, the DM should explicitly explain that the tentacle is trying to draw them toward the doorway. Any tentacle that begins its turn with a victim restrained by the constrict ability can attempt to draw the hapless individual through the door as a bonus action. The victim is allowed a final DC: 14 strength save to resist for the round. If a victim fails that save the tentacle spends the rest of the round (taking no other actions) pulling them through the portal, where they are immediately devoured by the creature and perish. If the save succeeds, that tentacle can instead continue trying to constrict as normal. Nothing short of a Wish spell can restore any creature that has been devoured back to life.

Communicating with the Monstrosity: The monstrosity may be communicated with if the PCs manage to avoid or fight off the tentacles. However, its speech is utterly alien and normally unpronounceable to mortals. A tongues spell or telepathy ability (such as is granted to Warlocks with Great Old One patrons) may be used to communicate. HOWEVER, the creature possesses such a horrible, alien mindset that attempting to communicate with it is extremely dangerous to the psyche. Treat any communication attempt as if casting the Contact Other Plane spell. Any attempt to read the creature's thoughts (through the Detect Thoughts spell and similar abilities) automatically fails and requires the character making the attempt to make a charisma save equal to their own spellcasting DC or become permanently insane (unable to take actions and only able to speak gibberish) until and unless a Greater Restoration spell is used to cure said insanity.
 
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Shadowdweller00

Adventurer
Goblin Bridge (Wilderness, Day)

A goblin tries to hide beneath or near a rope or wooden bridge over a steep gorge. When the PCs get about halfway across, the goblin jumps out, clutching a flask of alchemist fire (cobbled together like a Molotov cocktail) and threatens to burn the bridge down unless the PCs pay a toll. If the PCs are visibly armed, the goblin asks for weapons; otherwise it demands gold. The goblin demands that the PCs toss the toll over the bridge, in case they should attempt to double-cross and kill it. The goblin is trying to scrounge up armaments for its tribe so they can go raiding. If the PCs give the goblin weapons, they later hear about vicious goblin attacks in the nearby vicinity.
 

Shadowdweller00

Adventurer
I Am The Ender-of-Gardens (Wilderness, Day or Night)

The PCs encounter a swath of blighted undergrowth - trees and bushes that have been apparently denuded of foliage, torn, and with a successful investigation check, seemingly burned by acid. If the PCs are travelling at night or choose to search for tracks, they find drying slime-trails still visible on the ground, leading toward the apparent center of the destruction. Either way, as the PCs cross this region they come face to face with a pod of 1d4+1 horrible creatures bearing shells, oozing slime, and eyestalks. If the giant snails spot the PCs, they immediately ooze forward trying to get a good look at them. Giant snails are only dangerous to plant creatures or mostly-plant creatures (such as PCs with the Barkskin spell up or who have been transformed with several wild magic effects), but cannot discern whether the PCs are edible until they come within 10 feet. A successful DC:13 nature check will determine this information - IF a PC thinks about it (i.e. asks to make the check). Giant snails are always ferociously hungry and pods of them can quickly strip a region bare of plant life. Although the snails can digest wood, they find it tasteless and gain little nutrition from it. They prefer foliage. The snails might be confused as to the edibility of any PCs who happen to be dressed or disguised in leaves. Giant Snail shells are worth about 50 gp each if they remain intact after the snail's death and if they can be properly cleaned out (requiring a successful tool check with leatherworking or masonry tools). The shells are heavy, however - weighing about 200 lbs each. Giant snails protect themselves from predators by synthesizing poisonous compounds within their flesh. They cannot use these poisons to attack, but PCs skilled in the use of a Poisoner's Kit might be able to gather doses of giant snail poison as per the rules in the DMG. Giant snail poison is ingested, and inflicts the same adverse effects as the poisonous flesh ability.

Giant Snail
Large beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 37 (5d8+15)
Speed: 10, Climb 10
Str 18 (+4) Dex 6 (-2) Con 16 (+3) Int 1 (-5) Wis 7 (-2) Cha 3 (-4)
Skills: Stealth +3 (+6 while inside shell), Perception +5
Senses: Blindsight 60 feet, Darkvision 30 feet
Languages: none (cannot speak)
Challenge: 0 (or CR 1 if one or more PCs is actually a plant)
Amphibious: Can breathe both air and water
Poor Eyesight: Although they can detect motion and shape at normal ranges, giant snails cannot discern fine detail beyond 10 feet away.
Salt Vulnerability: Giant snails take 1d4 poison damage per round of exposure to at least 1 gallon of salt water or 1 lb of powdered salt crystals.
Poisonous Flesh: Giant snail meat tastes horrible and is poisonous if consumed. Any creature that tries to ingest giant snail meat or that makes a successful bite attack against a giant snail takes 1d6 poison damage and must make a DC: 13 constitution save or become poisoned for 1 hour from nausea and vomiting.
Actions:
Digest: The giant snail excretes digestive enzymes +5 to hit, range 5 ft., one target. Hit: 2d6+3 acid damage. This attack ONLY affects plant creatures or items made of plant matter. At the DM's discretion, it might destroy or cause damage to plant-based clothing. This attack is constitution-based.

Shell Defense: The giant snail withdraws into its shell, gaining a +4 bonus to AC and +3 bonus to stealth until it emerges as a bonus action. The giant snail cannot move or attack while it is inside its shell, and automatically fails all vision-based perception checks.
 
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Time to bring this thread back from the dead...

The helpful necromancer

In a small cottage out in the wilderness lives a friendly necromancer. There's a cage outside the house with an animated skeleton inside; one of the necromancer's experiments. Inside the cottage are countless shelves with many human skulls and strange jars on them. The necromancer is outside, working on his vegetable garden, while whistling a happy tune and talking to the unresponsive skeleton in the cage. The necromancer is lawful evil, but will gladly sell the players some healing potions. If the players don't have the money, or they seek more powerful potions, the necromancer will gladly send the party on a quest to do some grave robbery for him. The necromancer is also happy to provide directions to the players, or shelter from the rain. The necromancer was banished from a local city/town for his immoral practices, and he is severely disliked by the locals. If any other npc's see that the players have any association with the necromancer, they will shun them too, and the players will quickly gain a negative reputation.

The basking basilisks

Two basilisks are basking in the sun on top of a large rock. The basilisks will leave the players alone as long as they don't get too close. Nearby are many petrified statues; victims who have been turned to stone by the creatures. The players may be able to undo the effects of the petrification, and return these people to the local village for a modest reward.

The dried up river

The players encounter a small bridge across a dried up river. Various debris lies in the river; stuff that is usually obscured by the water. But with the river now all dried up, the players are free to search the debris for valuables. The players can also follow the dried up river upstream, to find a human settlement (farm/church/house).

The volcanic fissure

The party notices that most vegetation in this area is sick and/or dead. The closer they come to the volcanic fissure, the more dead trees they encounter. The fissure is a long crack in the ground from which noxious volcanic fumes rise. The fumes are thick, yellow, and provide heavy obscurement similar to fog or smoke. The area is hot, and the players are at risk of taking constitution damage from breathing in the fumes, unless they cover their mouths when moving through the fumes. The DM may decide that the area is also home to hostile monsters that fit the volcanic theme.

All hail the glorious dragon carcass

A group of dragon cultists is worshipping a large rotting dragon carcass in the forest. The players may be attracted to this location because of the terrible smell, or because of the chanting. The dragon cultists are hostile, and will defend the carcass if the players dare approach them, or disrupt their ritual. The carcass provides a boost to the powers of the cultists while they are within 15 ft. of it, and spreads a terrible smell that sickens anyone who is not a dragon cultist. Determine the direction of the wind, and if the players are down wind from the carcass, they will be sickened too. Despite the fanatacism of the cultists, no ritual will bring "their god" back to life. But the carcass may be harvested by the players for valuable horns and teeth.

The ogres and the catapult

Two ogres are playing with a catapult on a hill. They are daring each other to hit various structures in the area, such as a local village, a monastery, and a watch tower. They will wager a bit of gold with the players whether they can hit various targets. The ogres become hostile if the players try to stop their evil games, but they might also be persuated with a successful DC 12 charisma (persuation) check. The ogres are not completely stupid, but one of them may be convinced by the players to climb into the catapult himself, with a successful DC 18 charisma (deception or persuation) check.

The old farmstead

The party encounters an old dilapidated farmstead by the road. The farm is in a bad state, and seems to have been destroyed by a local threat (this could be a local monster, such as a dragon, or raiders). Inside are the skeletal remains of the farmer, his wife, and his son. The players can search the farmstead for valuables, but any coin is well hidden behind a brick in the fireplace and difficult to find. The party can also choose to spend the night here. The farmstead, while in ruins, does provide partial cover from the rain. There is a well with clean drinking water, but none of the farm animals remain. This location is a great opportunity to foreshadow another threat later on in the adventure. The DM can choose to litter various clues in the farmstead regarding what happend to its occupants, and let the players investigate.
 
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akr71

Hero
[MENTION=6801286]Imaculata[/MENTION] thanks! I'm very happy to see this thread resurrected and have thought of doing so myself recently. I have just started planning a sandbox campaign for my players for when we finish what we are currently working on. Once I have some free time (LOL), I might try and organize these by environment/setting for easier use.

Tiny Tricksters
While traveling through the forest, some strange, but harmless things happen. After stopping for a drink or a rest, one of the party trips - their boots have been tied together. Someone gets hit in the head by a pine cone - the trajectory seems doesn't seem like it fell from a tree, but was thrown. The party might hear the occasional giggle, or see branches of an evergreen tree move suddenly. They are being tailed by a troop of pixies and their harmless pranks are to distract the characters while the pixies' Detect Thoughts ability is used to determine the nature and friendliness of the adventurers. If they are deemed worthy, the pixies may show themselves and request some favor or task from the adventurers.
 

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