An endless stream of random encounters

NotActuallyTim

First Post
The Hole: The party finds a massive, gaping hole in their path. It's 2d4 miles across from any direction, and any destinations within it have vanished. Is it even real, or merely an illusion?

The Fools Rest: The party encounters a simple Inn on the side of the road. Within it are 5d10 Commoners (and one grumpy innkeeper) who happen to be entertainers of various types, having a wild party. The inhabitants of the Inn are happy to see visitors and give the party, whomever they, a rousing cheer if they walk in. If any of the party can sing, play, tumble or tell tales better than any of the other patrons, their drinks are on the less skilled commoners. If any member of the party speaks to the innkeeper, she will tell them that she's tired of these fools eating all her food without paying what it's really worth, and offers to let the party stay for free if they toss the entertainers out of her Inn.
 

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Moltar the sleeping giant

The party arrives at a 40 ft. tall cliff. The rock is smooth and slippery, and looks tricky to climb without the aid of suitable climbing gear. Fortunately a tiny staircase has been carved into the side of the cliff. But an unfriendly giant is sleeping up against the staircase, blocking access to it.

This grumpy and mean spirited giant is called Moltar (Neutral Evil), and he hates having his sleep disrupted. The players can attempt to sneak past him, which requires a Dexterity (stealth) check DC 16. Climbing the steps is also tricky, and requires a DC 12 Dexterity (acrobatics) check to maintain your balance. The players may also attempt to persuade Moltar to let them pass, which requires a DC 14 Charisma (persuasion) check. If the players manage to kill Moltar, or magically put him to sleep, his massive arm will still be in the way. With a DC 14 Strength check it can be pushed aside.

Moltar has nothing but disdain for creatures smaller than himself. If diplomacy fails, he may ask a favor of the party, in exchange for passage. Such favors often involve harm to others that Moltar dislikes, such as another Giant, or a local farm. He will ask for proof that the players did what he asked of them. Fortunately Moltar is not very smart, and can easily be tricked.

If the players choose to instead climb the cliff with what gear they happen to carry with them, they can attempt to do so with a DC 16 Strength (athletics check), as long as Moltar is still asleep. The DM may choose to lower the DC based on how well the players prepare for the climb.
 
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iserith

Magic Wordsmith
Guy Lyrique, a wandering half-elf minstrel who was attacked by a wolf and has wandered delirious through the forest for days. That was no normal wolf though - it was a werewolf and Guy has been infected with lycanthropy. His change begins at an inopportune moment for the adventurers.
 

Fiddlesticks the Faun

The party encounters a friendly Faun in the forest called Fiddlesticks, who invites them into his home. His home is accessed through a small wooden door in the side of a large tree. Two small yellow windows offer a view inside the Faun's lovely home, which is located underneath the tree. The ceiling is a bit low, so the players will need to watch their head. The friendly Faun will offer the players food and drinks, because he loves company. In fact, he will try to persuade the players to stay as long as possible.

But in a dark twist, time actually moves a lot faster while inside the Faun's home. 5 minutes inside the house, is actually 1 hour in real time. The party can quickly lose several days of travel the longer they stay inside the house. Anyone who gazes through the windows from the outside, will see the people inside almost motionless. People looking outward from the inside however, see people outside moving really fast, if they bother to look that is.

When the players leave the house, they feel very tired as their bodies under go the effect of the time that was lost.
 

NotActuallyTim

First Post
The Tourney Goers: A group of 3d4 Knights are traveling with 3 retainers (commoners) each. They're on their way to a tournament, to participate in jousting and dueling. They're quite happy to travel alongside the party for as long as they're on the same path. However, if the party and traveling Knights and retainers spend the night nearby each other, one of the retainers will sneak over to the party and ask for help delivering a letter, before begging the party not to speak of this to the Knights.

The letter is addressed to a noblewoman on the outside, and the following is written on it 'My Dearest Love, if you are reading this, then I have died of my illness. As such, all my property, my lands and my titles pass to you. If my half brother (insert the name of one of the Knights here) finds out, he will try and claim all of this as his own before a court. Let this then be a written oath that you, and you alone, are the sole beneficiary of my inheritance. (insert name of presumably dead nobleman here)'
 

Hriston

Dungeon Master of Middle-earth
While travelling through an area of uninhabited scrub woodlands, the party encounters 12 ogres*. One of them is the group's leader, wears breastplate armor (AC 13) and wields a large maul (3d6 + 4 bludgeoning damage), and has 85 (10d10 + 30) HP.

The party is in a lightly wooded area of light foliage. The woods become more dense within 20' of the party and count as an area of dense foliage. The ogres are about 40' ahead of the party in the dense woods trying to be stealthy as they are able to see the party's approach. Areas of dense brush lay within 15' to either side.

*If the PCs are less than 5th level, there are only 6 ogres and there is no leader present.
 

BoldItalic

First Post
Inheritance or Trick?

A speck appears in the sky, which rapidly grows into to flying carpet ridden by a genie. He lands and greets one of the PCs by name (roll randomly to pick one of the PCs). "My Prince(ss), I bring grave news. Your father is on his deathbed and wishes to see you one last time. Come, we must lose no time!" The genie will then try to persuade the chosen PC to ride away with him on the magic carpet, thus splitting the party.

Attacking the Genie The genie has 1hp. If attacked he will not resist and will die at the first hit, whereupon both he and the carpet will vanish, ending the encounter. Ask the chosen player to narrate a wildly implausible explanation for why he or she had been personally sought out - the wilder and more implausible the better - and award Inspiration if appropriate.

Stealing the Carpet If an attempt is made to steal the carpet while the genie is alive, it will turn out to be have been an ordinary carpet. The genie himself does the flying and the carpet is just for show. Continue the encounter.

PC Refuses The genie will look first sad, then haughty and say "Your father the Caliph bids me say that <insert name here> is no true son/daughter. The throne shall go instead to Prince Abanazar the Wicked. You are forever banished from the Caliphate of Asfaras." The genie will then fly away on the carpet. Ask the chosen player to invent a wildly exaggerated description of a wicked prince called Abanazar - the wilder and more exaggerated the better - and award Inspiration if appropriate.

PC Agrees The chosen PC will be out of the game until the next long or short rest, when he can rejoin the party and tell the tale of his adventures. Ask the player to spend the interim preparing a fanciful account of how the PC was whisked away and became Caliph of Asfaras but was betrayed by Abanazar and fled incognito - the royal armies having switched sides - returning amongst great trials and tribulations to find true friends once more. If appropriate, let the player choose a level-appropriate magic item and weave that into his story. When the player rejoins the party and narrates the story, award Inspiration if appropriate.
 

The broken bridge

A wooden bridge across a 50 ft. wide river has collapsed. Down below in the middle of the river lie the remains of a coach, stuck behind some rocks. The horses have drowned. The gap in the bridge is about 30 ft. wide.

Investigation of the foundation of the bridge reveals that erosion due to rapid expansion of the river has caused some of the wooden support beams to slip and collapse. This may be due to recent heavy rain fall.

A successful Intelligence (nature) check reveals that the river is a dangerous current. Swimming across is possible but difficult. If they succeed at a Strength (Athletics) check DC 14, they'll make it across unscathed. If they fail, they are dragged down stream 60ft. each round, and must make a DC 10 Dexterity (Acrobatics) check to avoid taking 1d4+1 bludgeoning damage from collisions with rocks, after which they can retry the swim check to reach the shore.

The party can also try to hop across the river, using the remains of the coach as a platform. They must succeed on two 15 ft. jumps. The carriage itself is 10 by 10 ft., just enough for a long jump.

Searching the coach may reveal loot, at the DM's discretion. Optionally, the DM may choose to add npc travelers that are stuck at the bridge as well, who may be able to assist the party.

The forest path

A small path branches off from the road, into the dense forest. The party can take this path to shorten their travel time by an hour, if they dare risk it. There are no signs at the path, and it looks as if it isn't used often.

The forked road

The road splits off into two different directions. An old double sided sign post stands in between, twisted, crooked and leaning to one side. A fat vulture sits on top of the sign, glaring at the travelers. It is no longer clear in which direction the sign post was supposed to point. If the players go left, they go in their intended direction. If they go right, an additional 4 hours is added to their total travel time.

A mending spell will restore the signpost to it's original position. A speak with animals spell would also allow the players to ask the vulture for directions.
 
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akr71

Hero
The Abandoned Farmstead

This farm looks normal in most respects except for the fact that there are no people. The cows in the pasture are close by the milking shed, lowing in pain (yes, if a cow is used to being milked twice a day - missing a milking is painful). Feeders and water troughs are getting low for all the animals.

The farmhouse is empty. The cooking fire is nothing but warm coals and there is a pot of stew or porridge still hanging above it. There are no signs of violence. A couple of chairs have been overturned at the table as if someone left in a hurry. Outside, a successful Investigation or Survival check (DC 13) reveals to the party a trail through one of the fields - whoever left it, left in a hurry and with no regard for the crops that they were stepping on. The track leads away from the farmstead.
 

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