An endless stream of random encounters

The gazing gorge

A rocky gorge is covered in stone eyes that look like they can move. The party senses they are being scryed upon. The party can attempt a group stealth check DC 16, to pass through the gorge unseen. The eyes can provide valuable intel about the players to one powerful intelligent foe who may live in that area (a wizard, vampire lord, lich or dragon for example). If the players fail the check, they notice the eyes following their every move. The eyes only provide images for their master, not sound.

Curse of the Mirror Marsh

These wetlands stretch far and wide. Magic users can sense that the water radiates transmutation magic. The players will notice the water is not very deep; it barely reaches beyond their ankles, and casts a perfect reflection. Over the course of an hour of travel however, the reflections actually become perfect clones of the players, but with hostile intentions.

The bridge of thorns

This stone bridge is covered in thick walls of magical thorns, to stop any travelers dead in their tracks. Normal fire cannot burn away the thorns, only magical fire will do. The party can also attempt a group strength check (athletics) DC 16 to cut their way through. Upon succes, they each gain 1 level of exhaustion but are able to cut through the thorns before they regenerate behind them.

The Last Stand

The party encounters a long stone bridge across a deep ravine. There is a stone gatehouse with busted wooden doors in the centre. The bridge shows the aftermath of a great battle where an army made their last stand. Corpses are draped across the side, scorch marks of spells are visible everywhere, weapons and shattered shields lie scattered about; It is a dreadful sight. To cross the bridge, the party must climb across a pile of bodies just beyond the gatehouse (the players won't see it until they pass the gatehouse). An aura of necromancy lingers in the era, and the players may spot the occasional twitching hand. The feeling of utter despair is almost overwhelming, and the players must save against fear if they decide to cross. Alternatively they can take the time to lay the bodies to rest; a time consuming task, but it will end the aura of despair that lingers in the area. Alternatively, the DM may choose that some of the corpses are not quite dead, but not alive, and attack the players if they approach.
 
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King of the raft

Two bare-chested men are standing on a raft floating in the middle of a small body of water. They are playing a game where they try to wrestle one another into the water. A crowd of onlookers is cheering them on.

The players can place bets ranging from 5gp to 20gp, or they can take part in the match. Both contestants have to beat the other at two consequetive strength (athletics) or dexterity (acrobatics) checks (players' choice), to push the other over the side. The players can duel up to 3 opponents, each stronger than the last, but they must put in some money before they are allowed to compete. If they win the bet or a match, they double their money. A contestant can keep wrestling to triple/quadrupal their money, or perhaps lose it all. After 3 matches the game ends.

Climb the flagpole

A local monastery is hosting a competition where the contestants must climb a slippery wooden pole, and grab the flag at the top. Contestants are asked to make a small donation of their choosing to the monastery (to benefit the poor) before they are allowed to compete, and they only get one try. They must succeed on a strength (athletics) or dexterity (acrobatics) check DC 20, to reach the top. The winner(s) are invited as special guests to tonights charity dinner, and earn the goodwill of the monks and the onlookers.

Wizards' pupils

A wizard is teaching his top pupils some first level spells at a clearing in the forest. Practice dummies are set up, and the players are welcome to watch, at their own risk. There are 6 pupils in total, each of which gets to try a different first level spell. The DM rolls a D100, and upon a result of 50 or higher the spell succeeds. For each failed spell, roll a D6 on the table below.

1 - The spell strikes a random other person. This could be any of the other contestants, the wizard, or one of the players. The wizard will counterspell if he is the target.

2 - The spell accidentally strikes the caster, possibly resulting in grave injuries.

3 - The spell's size, radius or damage are increased, enlarging and/or empowering the spell by accident.

4 - The spell fizzles and does nothing. The pupil tries again.

5 - The spell hits the dummy but has a strange unintended side effect.

6 - The pupil accidentally produces a similar but much more powerful spell effect of 2nd or 3rd level, and passes out.

The players can earn the goodwill of the wizard by assisting when spells go wrong, healing an injured pupil, or offering to give a demonstration of a powerful spell. The wizard will offer discounts to the players for any potions and wands he sells at his place of business.

The widow at the well

An old well stands in the forest, overgrown with plants in the vicinity of an old burned down cottage. At night the players will be rudely awakened by the weeping of a ghostly widow. She lingers near the well, but is not hostile. She asks the players to seek out the villain that took her life and that of her son. She shows them an image of the night she and her son were murdered in the reflection of the water, and shows them the person responsible for the gruesome crime. If the players kill this villain, she can finally find test. She rewards them by telling them where she buried a magical piece of jewelry.
 
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The PCs are attacked by gnomish ninjas wielding aggressively ridiculous weapons, such as a sword whose blade loops around like a crazy straw, a polearm with a pizza wheel as its head, spear stilts, a cheese grater the size of a washboard, a sword with a flaccid blade, and a katana that's been chained to a wakizashi to make "samurai nunchucks"

EDIT:
BTW, while I made up the rest of these to be deliberately ridiculous, the "sword with a flaccid blade" idea is inspired by a real weapon called a Urumi.
 

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