How do you spice up your "random" encounters?

I prefer using a whole lot of random (or semi-random) encounters, the vast majority of which are non-combat/non-threatening, and even non-creature ones. For example, a long list of such might include things like a fallen tree across the path, an irate mother squirrel defending a nest, recently fed and disinterested dire wolves, peasants and trvellers, washed-out bridge, a tree of drowsing (or staring) crows, poo-flinging monkeys, dormant treants, drunk soldiers, etc.

I really like it when the occasional random encounter turns into something memorable.
 

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Allowing the PCs to track down the random monster....why have I never thought of that? :lol:
That's one way to look at it.

Another is that the party now knows there may be something angry and deadly lurking on the road ahead of them. Something that may begin stalking them.

You can spring the actual monster encounter on them somewhere down the line.

Here's another . . .

Lying in the road is an enourmous pile of scat, roughly the size of a small haystack. In the stinking waste are bones from various animals, humans, and demihumans, along with pieces of dented, broken armor, torn and ragged boots and cloaks, and so on.

There are no tracks nearby, however the adventurer with the keenest eyes catches a glimpse of something circling overhead, way up high.
 

I never use 'random' encounters, they are all planned.
I generate my encounters randomly, but I do it before the game starts, not during actual play. I don't want to be fumbling around with dice, figuring out details, when we're sitting at the table; it slows the game down too much.
 


Great, so do you want to share with us some of your planned encounters that relate to the thread or did you just feel like typing today?

Any ideas would be appreciated.

Really, I love typing. But I'm also in a sharing mood.

What I said is correct, I never generate random encounters. Neither the quantity of encounters, the type of creatures, nor the quantity of creature,

As The Shaman said, I generate the encounters before the game starts. But I may alter them a bit due to the conditions of the characters. Each encounter has some meaning or purpose that will progress the storyline somehow, not just to add another combat scene.

I'm off to work now, I'll share some examples a bit later.
 

Unfledged baby wyverns (or flying predator of your choice) tousle with each other in a wildflower strewn meadow. It seems you have stumbled across their nesting area, but there's no sign of mom or dad, until you happen to look up...

As you draw near the oasis where you had planned to rest and refill your water supplies, you hear a strange buzzing sound. Swarms of large insects have descended upon the oasis and are feasting on the date palms and the grass that was to have provided grazing for your hungry camels. (Fill in swarm creature of your choice).

The sweet scent of overripe fruit fills the air as you enter the grove of sweetglobe trees. Fallen fruit litter the ground, many of which have clearly been gnawed on by some large herbivore. As you get closer, it is clear from the overpowering smell that much of the fruit has fermented in the summer heat. The bushes ahead of you part, as several large creatures force their way through, clearly heading for the fruit. They are wobbling a bit, and seem a bit unsteady - but one cries out a warning as it spots you, and they all drunkenly charge you! (attack of the drunken rhinos, behomoths, large herbivores!)
 

Hereticus, since you don't use random encounters, what exactly do you anticipate to add to this? He's not asking "Hey help me not use random encounters"; clearly the OP wants to use non-plot related encounters.

In my own post I said I don't use random encounters either, but I still proposed things that give the OP what He wants, rather than just saying "No, not me, sorry I can't help you".
 

I have a question for those who uses a lot of random encounters. Do you give XP and loot for the encounter? I keep worrying that my PCs would just wander around and keep level grinding or something. Yes, yes, time sensitive missions can negate this but I can't put my PCs on such adventures all the time without it being obvious.
 

nightwyrm, when I use 'random' encounters it is usually when the party is adventuring overland for some large distance. I plan out what might be out there in order to avoid unwanted TPKs and build a set of possible encounters. The PC's travels may run into them, they might be seen a distance off and avoided, or I might not end up using them.
However, they do count as XP and might have loot.. they may also have an adventure hook attached to them {such as seeking out the lair where the loot is...}

And if the PC's are happy to go wandering around in the wilderness... why not? Usually the group has a reason for going somewhere and I haven't had a group decide to just wander around collecting XP.

Oryan77, not much for me to add here for you, but I like the replies so far! I like typing sometimes too :)
 

I have a question for those who uses a lot of random encounters. Do you give XP and loot for the encounter?
Imxp, it depends. I use so many fairly trivial and non-combat encounters, that neith xp nor loot is really merited. OTOH, if the encounter is level-appropriate or even difficult, the party ought to get something for beating it-- though I tend to keep loot on the low end, since I generally assume, frex, that a wandering band of orcs on patrol isn't carrying all their stuff all the time.

I keep worrying that my PCs would just wander around and keep level grinding or something. Yes, yes, time sensitive missions can negate this but I can't put my PCs on such adventures all the time without it being obvious.
Imxp, this isn't really a problem. Underground, it's easy enough to just "run out" of random encounters. Basically, I cross it off the list, and it's done. Thus, even if a party does attempt to merely level grind, nothing is "respawning" so there's nothing left to fight after a while.

Above ground, it's basically the same: I don't allow more significant random encounters to repeat in some geographical area. Thus, a party might encounter only one random wyvern, but potentially an infinity of angry hedgehogs (not all at once, of course). So let the party grind away: they'll get xp for the wyvern, but none for the hedgehogs (except, of course, the Ur-Hedgehog of Underdark, who leads the aforementioned infinity of hedgehogs).

Honestly, for me random encounters are more for flavor than anything else, often little more than a way to avoid saying "well, yet another day passes on the road." Not everyday has to be dangerous, or memorable, or even particularly interesting. But everyday should be something more than just another day.
 
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