1001 encounters

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sometimes DMs hit a writers block and can't come up with anything creative for the PCs to meet, so lets dump the stuff here to use when the time come.

you just need and encounter, something that happens, could be used as a random encounter or worked into the plot of a campaign.

Just one thing, all fluff, no crunch.
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1) The BBEG out of pure boredom decides to play with the PCs, it pretends to be saved by the PCs and then pretends to fall in love with one of PCs. The BBEG will get as much entertainment following the PCs around as it can until the PCs discover it. Whatever happens then will depend on the role play.
Inspiration

2)A caravan of merchants are attacked by goblins. The merchants have one covered Wagon made out of metal and three, empty, open wooden wagons. The halfling merchants are really kobolds under an illusion spell. The metal wagon contains jewelry and some other luxury goods produced in the kobold warrens, once they sell the merchandise they will buy foodstuff to fill the wooden wagons and return home.
3) A tower that a Duergar used to live in contains a secret entrance to a small tunnel in the Underdark where he held his wealth. It's full of traps of course.

4)A rift opens to one of the elemental planes letting loose some monsters from that plane. Find it, kill them, close it.
5) during an attack Some gangsters are helping fight off the raiders. Do you help the gangsters? Do you let them go after the raiders are defeated?

6) A devil is fighting a Red dragon and they are evenly matched. If you help one you will tip the balance to the victory of the other, but which do you help?
7) What's that crossing your path? A damsel in distress! What's that chasing her? A unicorn! What happened? The girl didn't believe the legends that unicorns will only allow themselves to be touched by those who are chaste -- and she's not. Who's that chasing the unicorn and the girl? Her suitor, who is feeling a bit used at the moment. What do you do?

8) What happens when flying citadels meet? Generally, if piloted by gnomes, they crash. From the ground, it's like this: "Hey, check out that huge flying mountain -- hey, there's another one! What are the odds? They're trying to get closer together ... hmmm, that may not be wise. They're not steering very well. And they're directly overhead. Oh, no! They've crashed! Bits of rock and debris are cascading down upon ..." SPLAT.
9) Chase scene. The players are on a carriage with an important NPC. Two wyverns are on their tail. They must evade or defeat the wyverns before they damage the carriage too much, or risk endangering the passanger.

10) The Bone Weaver. A series of walls, crafted of bones, creating a maze filled with various abomination skeletal creatures. Upon reaching the end, the players find "The Bone Weaver", a towering corpse 40 feet tall, hanging by massive chains through holes in several stories of the keep, over a pit filled with bones heaped deeper than anyone can tell.

The Bone Weaver cannot move on his own, however he can manipulate the bones to form mazes of walls, creatures, and occastional projectiles. The walls are only placed a few 5 foot lines at a time, and the players have to keep on the move to not become enclosed or to find openings to attack, eventually forcing them to higher floors to continue battle with BW and his creatures.
11. The players go into a region of vast grass covered low ranged hills interspersed with groves and copses of trees. Dense small forests can be found from time-to-time in the valleys where streams and creeks can be found. There are no roads in this entire area. After a couple days of travel, the players happen upon a wagon with a family. The family includes one aged warrior, his wife, three daughters (teenaged to child age) and his two elderly teenage sons, both eager and looking for a fight, however not trained in warfare, and too young to have participated in any extended conflict or war. The wagon has a broken axle, and contains all the family owns. The horses have been unhitched and are hobbled and grazing nearby, and the family is running low on food and water.
A meteor crashes in front of/ on top of 1 or more of the pc's :D

edit: mispelled a word
12) During travel from one town to the next, a black crystal falls from the sky near a roadside burial. They quickly rise from their grave to attack the PCs! (Reminds of Atropos from the elder evils book)

13) While talking with an NPC, some or all of the group falls through a hole in the ground and finds a new natural source of iron. Right after that they fall into another hole in that room leading to a den of underground beast dwellers.
14) While traveling through the wilderness dozens of animals start running past them - potentially causing damage. They are running from a forest fire that will catch up with the group in minutes. The name of the adventure is avoid getting hurt. The animals will keep on coming and the fire is unstoppable (depending on your level).
15) The PCs Come upon a Winged, Dragon-wrought, Kobold. If they do not attack, she reveals that she is Caela Hangover, a Cleric of Hlal. She will then travel with them to the next town, sharing with them a endless decanter of cheep ale, and many stories and song. If they attack, they find themselves against a good aligned, mid level, cleric.

16) The PCs find a Great Wyrm Sleeping in the middle of the road. Those who are brave enough to venture forward find it smell heavily of alcohol. The PCs have, indeed, discovered a drunk dragon.
16) The PCs find a Great Wyrm Sleeping in the middle of the road. Those who are brave enough to venture forward find it smell heavily of alcohol. The PCs have, indeed, discovered a drunk dragon. Once a minute it burps its breath weapon - roll reflex. ;)
16) The PCs find a Great Wyrm Sleeping in the middle of the road. Those who are brave enough to venture forward find it smell heavily of alcohol. The PCs have, indeed, discovered a drunk dragon. Once a minute it burps its breath weapon - roll reflex. ;)

Nice

17) The road collapses beneath the PC's feet. Once they regain their senses they notice that they are surrounded be many, surprised, kobolds. One kobold pops out of the rubble beneath the PCs and runs up to a larger kobold. The larger kobold starts hitting it and yelling profanities at it. The collapse was clearly not planned.
18) The players are in a spooky ancient cathedral to forgotten gods. A giant evil piggy breaks down the front wall. Roll initiative.
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)>
MTG Card
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)< Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)

IMAGE(http://www.nodiatis.com/pub/15.jpg)

19. In a dead forest withen a small valley lies a large Necropolis. Liches withen the undead city have discovered a way to keep their valley forever dark without even a slight beam of sunlight, even during the day. With a never ending night vampires will run wild, so a local hermit requests you find the nights powersource hidden withen a cave somwhere in the vally and destroy it! But the adventurers must not only destroy it, but destroy it during the day so many vampires will be caught off guard and die, decreasing the populace of undead.
20) Your PCs have been happily enjoying some relaxation at the tavern after some successful adventuring. It starts to rain ... and doesn't stop. Save the village ... from a flood! (now thats a little unusual).
21. The PCs are asked by the captain of the local guard to solve a string of brutal murders involving young women who have been beaten (and possibly raped) then choked to death, leaving an odd pattern around the necks of the victims. They are referred to a detective-type NPC that is in charge of the investigation who takes them to each scene to search for clues, as well as the town morgue to see the markings on the necks. After following a series of clues all day (or over a few days with a few more dead bodies popping up), the PCs end up in a seedy part of town at night where they see a shadowy figure enter a run-down shack and hear a faint female scream just before the door closes. Upon entering, the PCs encounter the detective, who is the murderer/rapist, and a naked woman tied to a bed. The detective wields a uniquely-designed ornate whip, which on further inspection is the exact pattern of the markings on the necks of the victims.

Crunch Note: Give the detective Improved Trip, Exotic weapon proficiency(Whip) and weapon focus/specialization on the whip, then keep the PCs on the ground using trip attacks with the whip for most of the fight for a pretty unique and memorable battle.
22. PC Villain is in love with an imprisoned NPC Villain, and wants to free her.

23. Villain is in love with a Hero, and knows that they can never truly be together. So the Villain keeps on fighting the Hero so that they can at least in this perverse way be together. Alternatively, the Villain tries to make sure that no one else can love the Hero.

24. In order to die, the Villain must kill 100 sinners. The Villain cannot rest until this is completed, and lives in torment until that day. See "Blade of the Immortal" comic books.

25. Villain is obsessed with becoming stronger, and constantly fights/challenges heroes.

26. Villain(?) sees future, and preemptively kills or disables people who are likely to kill in the future. See "Minority Report" movie.

27. Villain believes he is the rightful ruler of (somewhere). Perhaps his claim is legit, perhaps not. But he starts a military campaign of conquest.

28. Villain(?) is tormented by [individual X, government organization Y], so the villain goes on an expansive quest of vengeance.

29. Villain(s) is accused of a crime, and accidentally commits crimes while trying to prove they're not guilty of the previous crime! So...they're in a big mess, and they have enough rationale to say it's not their fault...And they don't have to necessarily blame themselves for the crimes that they were "forced" to commit...

30. The Heartstone
A young girl kidnapped has managed to escape into the hands of the heroes. Villains took her as they believe she is the key to finding the Heartstone - a stone that will bring love to it's owner. The villains think they can use it to gain control over the emotions of love. Unbeknownst to everyone, the stone is the girl's actual heart - she is lacking an organic heart. As a second twist, there is a second batch of thugs out to get the stone because their hapless and misguided [but not really evil] leader desires true love. This group also knows the girl has some connection, but not the true nature of that connection nor the fact that the girl is actually their leader's lost daughter [and thus the true love he/she actually seeks].
Potential Scenes:
Scene one: Girl finds heroes just as villains catch up to her.
Scene two: At a place the Heartstone was rumored to be, a three way battle to get the girl [who was the only one able to open some seal to grant entry to this place].
Scene Three: Heroes must team up with one villain group to get the girl back from the other. If this was the wrong alliance to make [bad villains] betrayal will occur at some point.
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593 The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP 2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
31) A flying ship crashes over the hill from the PC's camp. Investigate, and fend off other scavengers.

32) A group of pilgrems pass by the PCs. Declare them heretics and attack with blind fury.
33. One of the party members has been sent to the Blessed fields of Elysium whilst under the effects of an insanity spell. The next morning, the part wizard prepares the way to the plane and off you are to find your compadre. After stepping through the portal, you find yourself amidst a grizzly site: thousands of corpses litter the grasslands around you. upon closer inspection, you find that the bodies are not human, but instead seem to be some sort of rainbow colored ursinal, though long dead.

"Care bears" the party sage whispers "By the Gods." He/she then explains to the rest of the party that the carebears are a race of purely pacifistic treehuggers and that Elysium is, in fact, a plane where time does not run the same as the Material plane. While in your minds, the missing PC has been gone for a day, he has in fact been there for three years.

As the party begins to treck through the carnage, they come upon a sole living care bear, a grizzled, embittered ranger whose tummy symbol is that of a skull with criss crossing machetes behind it. He lights his cigar as he eyes you with his one remaining eye.

"So," He growls, pulling his impressive greataxe from his shoulders "which one of you hairless freaks is first"

BEGIN!
34: Muffled calls for help are overheard coming from a covered wagon, the occupants are a bound Eladrin girl, a Snaketongue cultist and a monstrous snake, twice the usual size for it's type, which turns and spits vile curses at the player characters before ordering it's servant to attack the interlopers!
During the fight, the burly wagon driver returns with feed for his horses.
35. PCs are hired by the local theives guild to investigate an unauthorized theft of an artifact. Normally the guild would send in their own investigative team but they did and failed to return.
36) After beating the out of a goblin cutter, you come to a crossroads. one is broad and has moldy cookies at the end. the other one is narrow and has a cake at the end.

Broad: the cookies turn to mush as a garden gnome beats the out of you. +400 vs ac:200D20s damage +3 shrapnel damage

Narrow: you come to the end of the road, thin and long, to find it was a treadmill on the road that lost power. as you approach the cake, It bursts into flames as the treadmill regains power at speed 30... in reverse. several garden gnomes appear out of your backpack and beat the living s out of you as described above...

Don't you know the cake is a lie?

Your journey has come to an end... please insert a quarter to continue...

Continue?->0

Insert $30 to begin.
37) The PCs meet a neutral or good aligned kobold or other weaker creature and he saves their lives. A month later, the PCs see the same kobold in town being beaten and soon to die. The town claims that the monster is one of many who've been stealing babies lately. The kobold swears that he was just passing by and doesn't know anything about this. What will the players do? Who's really right in this situation?
38) The characters are travelling thru a forest and they meet a dryad or other forest spirit in distress. Seems local woodsman have been cutting large numbers of trees in the area and are headed this way. The dryad desperatly fears for her life and begs the PCs to save her from their dreadful axes. The woodsman are however, simply several settlers trying to build a new home. Their last settlement was burned down by orcs. They have families to feed and winter is coming on. They have to keep their children warm.
39) PC are on a secret quest to get from point A to point B and have no time to waste. PCs rescue a bard from highway men. The bards gives them a song as a token of graitude. As the playes rest, the bard travels on his way. Each town or encounter the PCs travel to, the bard has been there first making up exploits of the PC through catchy songs (think Brave Sir Robin). The PCs never catch up to the bard and the stories causes challenges and fame where ever they go, thus slowing them down.

40) A king's sword must be transported from one church to another. A new king awaits the sword to be ritually crowned the kingdom. Afterall, he who controls the sword controls the kingdom.....

41) A powerful Necromancer's dying curse effects a party of adventuring heroes. A whole down is turned into zombies and those who are biten also die and become zombies. Can the PCs contain the curse before it spreads throughout the kingdom?

42) The king needs his young daughter "tamed" before her royal marriage in one week, or relationships could be ruined between two rival kingdoms. Do the PCs have what it takes to "domasticate" the princess before she starts a war?

43) Your quest/campaign employer has declared a holy war against your Cleric PC's church.

44) PC's must defend a much needed bridge that is being built and assulted.
45) same as 42:
42) The king needs his young daughter "tamed" before her royal marriage in one week, or relationships could be ruined between two rival kingdoms. Do the PCs have what it takes to "domasticate" the princess before she starts a war?

except the princess is a where-shark... she was infected on a vacation, and must be kept near a tub of salt water for several days each month. But the other kingdom REALLY HATES LYCANTHROPES. Luckily she cant take hybrid form unless she is conscious. (0 ranks in control form)

46) the PCs meet the avatar of the insane goddess of insanity. Patron of madmen and torture victims, she is as likely to jump off the bridge as set it on fire, and quite likely to violate the laws of logic. Think: what if the heart of Gold was sentient?

47) The PCs visit a town recently visited by the avatar mentioned above. Things are very strange.

48) a spot check reveals that the plot of land across the road from the PCs objective is for sale. This has nothing to do with the story.

49)Level 1 rogue pickpockets a PC

50)City guard attacks a cult across from the PCs favorite tavern
51 ) - Chris Cringle, a local toy craftsman, has been kidnapped. Village children appeal to the characters to find him before christmas night ... Winter adventures are always fun ... ho ho ho !
Read my DD4E campaign blog
52) PCs must find a assassin within a utopian elven nudist colony. PCs must bare all to complete the quest.

53) The PCs are portaled to another realm and must compete in life and death at Fort Bouyard!
54) The PC's run into a troupe of entertainers, who turn out to be bandits.

55) The PC's run into a troupe of bandits, who turn out to be entertaining.

56) PC's meet a bard named Jimi Danger who procedes to sing them the tale of the joker, the thief and the watchtower.

57) The PC's meet a prophet, who performs miracles that tend to reverse with time... hmmm.

58) A PC has a nightmare of a turtle with the world on it's back being plagued, killed and picked clean by a legion of spiders: Precurser to a drow resurgence?

59) Bridge + Monster + Riddles. Party on.
60. Not so much an encounter as a nice change of pace in a long campaign. The PCs need to travel across terrain not easily navigable (desert, deep jungle, wastelands, mountains, salt flats, etc.) and decide to book passage on an airship. The airship is full of cargo and upper class folks. At some point halfway across the hard to travel through area, something happens and the airship stops floating and falls to the ground. The PCs and survivors have to make it back to either city. Merchants who had cargo on board will pay the PCs for any cargo recovered from the wreck.
Don't you know the cake is a lie?

You Pass,

61) The party awakens mysteriously in a dungeon. A voice comes from nowhere directing them to complete tasks. Halfway through the dungeon the voice begins to tell them to do things that are bad for the players. To complete the quest and escape from the dungeon the players must ignore the voice and figure out the problems on their own. In the final chamber the players must defeat a three headed "dragon" ;)

62) Walking down the road or through a dungeon there is a single gold piece lying on the ground. Anyone holding the coin suffers 3d6 fire damage per round. If they are immune to fire holding the coin allows them to deal 3d6 fire damage with their unarmed strikes.

63) The PCs are traveling overland and are overrun by migrating beasts. Dragons, Trolls, or Fire Ponies - or the like. They have no chance of "defeating" the herd - the challenge is to stay alive.
64.) You meet a fighter named Mario that is wearing a red tunic and a red skull cap with the letter "M" on it, wielding a mace in the shape of a monkey wrench. And he's looking for his brother (wearing a green tunic and skull cap with letter "L" on it) that has been kidnapped by a dire half-dragon turtle named Rezwob.

65.) A mysterious artifact is found (insert random dungeon or encounter) and if a PC touches it he travels 10 seconds into the past and must battle the Timeaters, creatures that clean up or eat the past so the present can be created, to return the artifact to a sacred place before it is eaten as well. REFERENCE: Stephen King's the Langoliers.
67. If your party is missing someone for the session then have rock fall on one of the PC's and let him have a crazy dream. This is a great time to let loose make them fight carebears and barney. Try to focus on interesting puzzles and NPCs( I used a warlord who couldn't use inspiring word of commanding strike because he stuttered to badly, the PCs traveled all over gumdrop forrest to cure him) this is important because who care if you die in a dream sequence.
67. If your party is missing someone for the session then have rock fall on one of the PC's and let him have a crazy dream. This is a great time to let loose make them fight carebears and barney. Try to focus on interesting puzzles and NPCs( I used a warlord who couldn't use inspiring word of commanding strike because he stuttered to badly, the PCs traveled all over gumdrop forrest to cure him) this is important because who care if you die in a dream sequence.

67 b. Then after the PCs wakeup they hear rumors of talking grizzily bears in a distant valley and when they get there find a purple T-rex is trying to wipe them out.
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593 The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP 2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
68.Fore word ‘cattle eating carnivores vegetation‘.


69.A merchant in town is selling strange fruit. This turns out to have hallucinogenic properties and the town stars acting strange. The party has a bewildered and delusional mob on there hand.


70.one word “festival”. or if you despite two word “prune festival”.


71.A mysterious shop that was always there shows up one day containing many strange and dangerous items even if the pcs don’t get anything if they are mad aware of it something will come of it. This could easily lead to any number of problems from people tuning into farm animals to a farmer being possessed buy an ancient demon the possibilities are endless.


72.Dryad vs. city development comity do I have to go further.


73.Strange necromantic experiments, a death colt, and an inn with free rooms.
74. While traveling the ocean on a ship, a storm hits. Halfway thru the storm, an offshoot of the Harpy (Sea Harpy?) sky pirates attack.
75. While walking in the woods the forest becomes dark and foreboding, a little ways forward the PCs see a small house. Suddenly zombie rotters and brutes come from all sides and the only place open is the house. Once inside they find find a dead necromancer in the corner and hear the zombies banging on the doors and boarded up windows on the wall above the necromancer the following is written in blood. Welcome to my home in death I shall conquer all kingdom and devour your flesh. The house is two stories and empty beside some funiture and the PCs. They must survive several rounds of zombie siege.
76. The PCs have heard rumours of a demon asleep in a mausoleum and decide to investigate at the demand of worried locals. Indeed when they check in they see one. It wakes up when they come in but doesn't attack (first). It just asks the PCs to let it sleep (in a rather rude and disgruntled tone).

The "demon" is in fact a cambion that was once a psycho for hire(http://tvtropes.org/pmwiki/pmwiki.php/Main/PsychoForHire) but attacked the wrong chosen and ended up on the recieving side of a Sanctify the Wicked spell (changes evil monster into good). Overcome with feelings it is NOT familiar with (guilt, niceness), it has chosen to isolate itself until it can figure out just what the hell is happening to him. (having grown in hell, it doesn't understand the concepts of good)
77. The PCs come to a field where a small crowd has amassed and there appears to be a fair amount of cheering. As the characters approach there is a loud scream and a collective gasp from the crowd. The PCs investigate and see that beyond the crowd in the field is a rousing game of Blood Ball, and the star player from the local village was just carted off with a broken ankle. The coach for the team looks over to the party and invites one of the players on as a substitute. With a small portion of the gate proceeds should the player's side win.

Go Team Go!
88. While crossing a bridge over a swamp, the players notice signs in a language they do not know denoting a small island in the swamp connected to the bridge. there is a pile of rather high quality items simply stacked up on the island, they test positive for magic.
It is a cursed item dumping ground.
As they open the trapdoor below them hairy legs spring out, it's a giant spider (or anything could be waiting at the door.)
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