Hmmm....writing new encounters is fun, so I'll give it a try
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Encounter #16: The Tormented Knight
As the party enters the clearing in the forest, read the description below:
You see a man in the clearing, and he is not wearing a holy symbol, nor does he seem to have a spellbook or any thieve's tools. In fact, he does not have a musical instrument either, and his eyes are not green. When you come closer, you notice that he is wearing chainmail and carrying a large axe.
"Ho there travellers," he says sadly, setting his axe down on a nearby log, which promptly falls asleep, crushing the wererats hiding underneath, "I am William of Galveston, and I need your help."
Thomas (AC 3 [full-plate]; MV 6'; HD 5+1; hp 4; #AT 1; Dmg 1-12 [katana]; % Lair 50%) has been trapped in a cave by an evil ogre that wants to marry his girlfriend. The ogre tried to put William to sleep, but it didn't work, so he trapped him so deep in the cave that nobody could ever find him or even hear him ask for help. Now Thomas is still there, and so he asks the PCs for help.
William would never attack the party or steal their things because he is a man of honour. Roll 1d6. On a 1 or 2, the party is surprised, on a 2 or 3, William steals the PCs' most valuable magic item and runs away, on a roll of 5, he attacks, and on a roll of 6, the ogre is surprised.
If the PCs try to move the rocks to help Thomas escape from the cave, they must succeed at a Strength check. If they fail, then roll 1d6, and consult the following chart:
1- 200 gold gets lost in the rocks
2- A small forest gnome bites the PC's ankles with a THAC0 of 18, dealing 2 damage, then he scampers away
3- The dragon runs away, leaving behind the smoky afterimage of a walrus
4- All of the PCs' magical items are transformed into nymphs, no saving throw. The nymphs will hide in the secret door unless the party has already paid the halfling innkeeper 50 gold, in which case, he locked the door for them
5- The rocks Polymorph into a river--refer to the River encounter above
6- Roll again
If they succeed, Thomas escape from the cave, and he will give them 100 gold and their choice of a potion of Teleport, an oil of Transmute Rock to Mud, or a potion of Phase Door. Afterwards, he asks for their help in defeating the troll, which has just appeared because it was angry that they freed him.
The troll (AC 1 [trolly-hide]; MV 12'; HD 6+3; hp 2; #AT 3; Dmg 1-7 + 5 [ogre smashing]; % Lair 100%) never leaves its lair, and it fights fiercely, though it does not sing or talk companionably to the players.
If it is slain, the PCs discover that the ogre was really not an ogre, but was actually William's girlfriend in disguise, who was a magic-user, and she didn't really like him, so she pretended to be a troll.
If they cut her body open, they will find three pearls, each worth 75 gold pieces, inside of her stomach because she liked to eat pearls whole when she cast the Identify spell, and so she choked on them and died. She won't let the PCs have the pearls normally, unless they defeat the gnolls, in which case she hides in the secret door under the log.
Thomas does not have anything that can be stolen, but if the party slays him, they discover that he is really a girl pretending to be a knight, but they couldn't tell because he was wearing plate mail. No wonder he had so few hit points. That's why the other girl didn't like him because she knew he was a girl. At this point, 1d6 wererats appear and demand that the party surrender the nymphs.