An endless stream of random encounters

NotActuallyTim

First Post
The Heckler: A person walks up to a party member and starts talking. AND THEY JUST WON'T STOP! What's worse, physical interaction with this person reveals them to be incorporeal. The Ghost who refuses to leave the party member alone forces a will save DC 15 for every hour of heckling. Hiding on ground enchanted by a consecration spell or on another plane grants relief until the party member leaves. Violence of any kind only disperses the Ghost for 2 hours before it reforms and begins to speak again.

Getting rid of the Ghost permanently requires the party member to find someone else to listen to the endless jabber. Clever players may be able to fool the Ghost into speaking with an inanimate object for the rest of eternity.
 
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The boarded up house

While wandering through the streets the party stumbles upon a house that is all boarded up. Wooden boards cover both the door and the windows, and it looks like no one has visited this house in years. Locals seem to stay clear of it as well. The house has a second floor, the windows of which are blocked with iron bars, with closed curtains behind them.

The DM can choose that the house is haunted. If the house is visited at night, the players may have a ghostly encounter. The ghost wants the players to find a lockbox DC 18, containing 30gp and some personal keepsakes. The ghost asks them to bring the lockbox to their elderly wife/husband who lives elsewhere in town. If they are true to their word, the ghost can finally rest in peace and the wife/husband thanks them for their troubles. The lockbox brings back a lot of memories, and the wife/husband dies the next day with a smile. Their children (who are adults) inherit the gold. If they keep the gold for themselves, the ghost will be doomed to haunt the house forever.

The smuggler's den

The party passes through a dark alley, where they notice a piece of wall that has a different color from all the rest. If the party searches for secret doors, they can find a hidden entrance to a secret smuggler's den, by pushing against the wall. It is unclear if this safe house is still in use, but they can explore the place, and maybe stumble on some illegal goods. The house has a secret exit that leads to a canal, river or similar body of water. There's also a rowboat, to help transport the goods.

If the party enters this house at night, they'll run into the smugglers, who then attack.

The exotic merchant

The party encounters a mysterious merchant from the far east, called Abdul Zafar the Enchanter. He offers to sell the party various strange magical items, including a fine selection of magical rugs, and other strange objects, with strange properties. After buying an item, the merchant will mysteriously disappear as soon as they lose sight of him.

The magic show

A magician calling himself The Great Whamboozy is performing tricks on a square, in front of many onlookers. The magician wears silly bright purple robes covered in moons and stars, and an outrageous pointy hat. He looks like a mockery of a real wizard. He seeks volunteers for his tricks, and will ask one of the player characters to come up to the stage. He then performs a vanishing trick that causes the player character to vanish in a puff of smoke. In reality he is temporarely banished to an alternate dimension. If he wanders too much from his spot, the magician may not be able to bring him back. He'll then have to search this strange dimension on his own, and find another way out.

Many of the Great Whamboozy's tricks are actual magic spells and quite dangerous. He has to travel from town to town, because he is often no longer welcome in any town where he has performed.

The raid

A man sneaks out of the backdoor of a house, while loud yelling by the city guards can be heard. "Open up! We know you're in here! You are under arrest!" The man whispers to the party to keep quiet. "Shhhh! You didn't see me!". If necessary he will even try and bribe the party. If they oblige, he'll sneak off, and will later provide the party with illegal goods, such as dangerous magical items, and poisons. If they call the guards on him, he will try to make a run for it. If they can capture him alive, the guards will arrest him for selling illegal goods, and reward the players with a modest amount of gold.
 
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GMMichael

Guide of Modos
A Catchy Tale

A hooded monk approaches the party and introduces himself as Klein, a traveling preacher. He shakes each party member's hand and then casts back his hood, revealing a well-groomed but sallow face. He tells a short tale about a young aristocrat whose fief was blighted by a pox, and there is gold to be had for the travelers who can find a cure.

Observant PCs will notice that the monk's speech is not exceptionally pious, and his hand is covered in open sores.

If the PCs choose to help, the "monk" offers a reward of X gold each. If not, the monk coughs up blood into his diseased hand, that each character shook, and says, "if you won't find a cure for me, you might consider finding it for yourselves..."
 

The relic

The local church has acquired a relic of an important saint to a particular deity. Lots of people have traveled from surrounding towns to see the relic, and receive a blessing. The players can visit the church and pray in front of the relic, to receive one free re-roll, to be used once whenever they failed a roll.

The relic is kept inside an elaborate golden reliquary, richly decorated with jewels. Inside a tiny glass container, is what looks like the finger of the saint. Everything surrounding it is just golden decorations in the shape of angels and flowers. In fact, most of the reliquary is just decoration. The actual relic is really just quite small in comparison.

If one of the players happens to be a dedicated follower of the deity that is associated with the saint (if they are cleric or paladin), their dedication to this deity deepens by praying to the relic. The DM may reward this with a permanent power increase for that player.

Many people also donate to the church on this important day, by tossing a coin into a small wooden container. The players can attempt to steal from this box with a Dexterity (Sleight of hand) check DC 14, and steal 2d6 copper coins with each attempt. The DC increases by 2 every time they try to steal more, as the monks become more aware of their suspicious lingering near the box. If they are caught, the monks will call the guards, who will chase the thief and try to arrest him.

Stealing one of the gems from the reliquary is nigh impossible, because the monks are constantly watching it. It requires a Dexterity (sleight of hand) check DC 18 to steal one of the gems unnoticed, and with each attempt the check is raised by 2. Each gem is worth 50gp.

Food for the poor

A group of three monks is collecting food for the poor. They go door to door, and ask anyone they see for a small food donation. If the players donate some food, they earn the good favor of that church.

The beggar

A lone beggar, begs the players for some coin, or food. If they are feeling generous, he'll share some local information with them.

The festival

There is a large religious festival in town. A parade of clergy go through the streets, carrying a richly decorated statue of a deity. Many people want to throw money, or a flower at the statue. And some even attempt to touch the statue to receive a blessing. Although the monks push people away that get too close. Only the really quick, or really persistent, manage to touch the statue.

The players can try to find some stray money on the ground with a successful Intelligence (investigation) check DC 12. They'll find 4d6 copper coins.

If the players want to actually touch the statue, they will have to make their way through the crowd of people. This is a strength check DC 14, or a Dexterity (stealth) check DC 14. If they succeed, they receive the blessing of the deity, and gain a one time reroll for any failed check.
 
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BoldItalic

First Post
Back to the wilderness again:

You are travelling east along a dusty road through wooded hillsides. The trees on the north side of the road seem normal from a distance but on closer inspection turn out to be 2-dimensional cardboard cutouts, like stage scenery, arranged to face the road. Moving into and through the "wood" is difficult terrain but moving east-west, parallel to the road, is easy because you can move along the gaps between the rows of "trees".

A group of goblins (or substitute other monsters for a higher level encounter) is hiding behind the "trees" in ambush. The trees provide total cover in a north-south direction, but no cover at all if the attacker is east or west of the target. The goblins know how to manoeuvre to take advantage of this strange terrain but the players may take a round or two to figure it out :D
 

the Jester

Legend
THE GRIFFON WRANGLER
This works best with some set up.

The pcs encounter a horse tied to a stake. Unbeknownst to them, the horse's owner, a rough-looking man, is concealed and watching nearby. The horse is bait for a flock of griffons, and the man intends to capture some of the giffon fledglings for training and sale. If the pcs mess with the horse, the man yells at them to get away, and if the pcs are friendly and don't interfere with his business, he offers to sell them a griffon for 10,000 gp (either after a year of training, or, if you prefer, after a quick trip back to the city/his home/his ranch/his business).

SET UP: You can set up this encounter so that it seems far more natural as follows: Great spring weather leads to a bumper crop of griffons. Have the pcs spot flocks of griffons flying overhead and, if you like, have a griffon encounter or two for them over the course of a few sessions before you use the Griffon Wrangler encounter. If they have horses or ponies, the odds that they are attacked increase drastically.
 

The burning fields

The players stumble upon a group of thugs, armed with torches and swords, trying to set fire to the crops of a local farmer, because he refused to give them their 'protection money'. The players can duke it out with the bandits, who will flee if it seems they are losing, and even more so if the players kill the leader of the group. They can attempt to intimidate the thugs into leaving, with a Charisma (Intimidation) check DC 14. The thugs prefer not to get into a fight with people as well armed, or better, as them.

The old mill

The party stumbles upon an old broken mill. The mill is full of holes on the outside, and looks long abandoned. Inside everything is covered in dust and cobwebs. The players can climb to the top of the mill, and use it as a look out, to get the lay of the land. But the mill is haunted, and if they spend the night at the mill, they will be plagued by terrifying sounds and nightmares. They will be unable to get a full night's rest here.

The old bear

The party finds a small fresh water stream. They can refill their water skins here and rest. But suddenly a bear walks out of the bushes, and stops to have a drink. At first it pays the party no mind, but this may change depending on how the players behave. If they upset the bear, they can try to calm it down with a Wisdom (Handle animal) check DC 14.

The unmarked grave

The players notice an unmarked grave by the side of the road. A medium sized stone has been placed at the end of the grave, as a replacement headstone. The players can dig up the grave and rob it, earning them 15gp in jewelry. But the very next night a ghost will find them and attack them for doing so.

The pumpkin patch and the scarecrow

An old scarecrow looks after a humble pumpkin patch. If the players try to take one of the pumpkins, the scarecrow comes alive, and tells them to put it back. The scarecrow is actually an animated object. It will not attack the party, but it can provide them with information, as long as they leave the pumpkins alone. If asked, he'll say that he belongs to a wizard, who lives nearby. He'll refuse to provide directions to the house of the wizard, unless the players succeed at a Charisma (Persuasion) check DC 16. He'll also warn the players that the wizard doesn't like visitors.
 

NotActuallyTim

First Post
The Old Temple

The players find an old, small place of worship, made of stone, with the statues and artwork worn away by time. A random CAREFULLY CHOSEN magical item can be found here by those who search it thoroughly, with either a DC 14 Knowledge: religion check or a DC 16 Investigation check. However, the religion who built this place still exists, and when their pilgrims find out the hidden relic here is missing, the priesthood will swear to recover the item at all costs.

The Poisoned Well

The party find a well. If they chose to draw water from it, they will find it full of blue slime instead. Blue slime absorbs water at an incredible rate, and causes 3d6 necrotic damage for every round it is contact with a living thing (or a soaking wet object). It also expands at a rate of 10 square feet per round when exposed to water, in the direction closest to the water source it's exposed to, and can only be destroyed by exposing it to salt, or some other substance that absorbs water.

Clever party members may realize that they can handle the stuff with thick gloves, and that a bucket full of blue slime is a dangerous tool indeed.
 

Shadow of the dragon

A shadow of a dragon sweeps across the land. The dragon flies towards a tall landscape feature in the distance, that can be near or very far away (DM's choice). If there are npc's that witness this, they will probably take cover until the beast is gone.

The shipwreck

The wreck of an old ship lies on dry land, in a location that is far from conventional. It must have been here for a very long time, since time has obviously eaten away at the ancient vessel. It lies half buried in the sand, skewed, and with a big hole in the side. It has a figurehead of a lady erupting from a wave, and reaching out towards the sky.

The players are unlikely to still find anything of value in the hold of the ship. But they can camp here, as it provides shelter from the elements. But maybe other beings have made their home here as well?

The stone door

The players come across a small river. Right where the river cascades down a few rocks, it obscures an old round stone door. The players may spot the door with a Wisdom (Perception) check DC 12. They can either use magic to open the door with ease, or try to roll the stone door aside with a Strength check DC 16.

Behind the door is an old tomb, where the players may find treasure, and/or monsters, or maybe even an entire dungeon.

Ancient fossils

While traveling the party may spot a bunch of ancient fossils in a large rock, with a Wisdom (Perception) check DC 12. Removing the fossils intact is difficult, unless the players have suitable tools. The rock itself is too big to take with them. But if they don't have proper tools they can improvise, and try and chop them loose with a Dexterity check DC 14. They can find 1d6 fossils, which sell for 15-30gp each.
 
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BoldItalic

First Post
Bounty Hunter

You are relaxing in the Bucket and Broom tavern when the door bursts open and a barbarian rushes in, looks around frantically and demands to know if you have seen a "greenskin" running through here a moment ago. He waves a poster that has a roughly-drawn picture of a half-orc above the inscription

WANTED for MURDER
Gruzhnag aka Off-Ears
1000gp reward, dead or alive


When it becomes apparent that the fugitive has given him the slip, the barbarian calms down and, in exchange for a mug of ale, is willing to elaborate.

He introduces himself as Tonso and he is a bounty hunter. His quarry is accused of the murder of a rich but unpopular merchant called Lorenzo di Barborro. A lot of people owed Lorenzo money but under the local laws, now that he is dead, they won't have to pay it back so there is not a great deal of sorrow over his death. The di Barborro family is quite unhappy however, not so much that Lorenzo is dead but that they as a family stand to lose a lot of his money. They have offered the reward hoping that the killer can be caught and tortured to reveal which of Lorenzo's many creditors hired him.

Tonso knows the whereabouts of a mini-dungeon where Gruzhnag is thought to hide out. If the PCs care to accompany him as back up he will lead them there and, if they capture Gruzhnag he will cut them in for 5% of the reward (negotiable).

Stat Tonso as a human male barbarian of the same level as the average party level, optionally with the Urban Bounty Hunter background from SCAG.

If cornered, Gruzhnag will turn out to be a snivelling coward who will try to trick his way out of trouble. He didn't commit the murder but he knows who did. A syndicate of Lorenzo's creditors hired the assassins guild to do the crime, having lured Gruzhnag to the scene beforehand with the intention of falsely incriminating him. He doesn't expect anyone to believe he is innocent, however, which is why he fled. In return for his freedom, he is willing to lead the PCs to the headquarters of the assassins guild, near the docks. Tonso, however, is unwilling to forego the 1000gp reward.
 

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