Peasant Village &
Farmland Encounters
Roll
d20
(1) You
encounter a town in the middle of a major religious ceremony. 50%
chance for the ceremony to be of the dominant religion in the area,
else the ceremony is unique to this town and is under the authority
of a villager cult. (roll on cult table).
(2) Farm
which seems to be busy with an activity hilariously out of season.
(Planting in the middle of winter, harvesting in spring, sitting
around doing nothing during harvest time, etc.) If asked or
questioned, the farmers will deflect all questions.
(3)
Scarecrow has gone missing from
a nearby field. Investigation reveals it has been animated by a local
hedge witch and is violent.
Scarecrow
(1HD+1,
AC 9, pitchfork d6, extremely weak to fire. Killing it gives you
nightmares that lower all your saves by -1 for a week. This can stack
if you kill multiple Scarecrows)
(4)
Small
group of King's men ask the party if they've seen a man, and pull out
a small sketch of him. They did, just a few minutes ago down the
road. 50% chance the men are not actual lawman and are actually
criminals OR cultists in disguise; that man has slighted them in some
way.
(5)
Small
coin-purse found on the side of the road with 3d6 silver pieces. If
the party keeps it instead of trying to find the owner, they will get
a stern talking to by an old woman who left it there on purpose as a
test. She has no special powers or abilities, and will give nothing
for the moral ones.
(6) Some
of a farm's animals has gotten lose! They ask for your help in
getting them back;
Roll d6;
Four
to six Sheep
One
very mean and ornery goose
Bull
or VERY pregnant cow
Horse.
50% chance its a prized racing horse for a nearby noble.
Billy
Goat. Has a spiderweb between its horns with a poison spider.
Bright
Yellow Bat. It's harmless, but is prized for its really valuable,
weird milk.
(7)
Construction
crew working on nearby significant project. The crew needs nearby
workers from the locals, but most of them are either neutral or
negative towards the idea. The construction crew asks you to gather
supporters and they will reward you handsomely. Roll d6 for building;
Bathhouse.
Public Granary
Noble's Manor
Wizard Tower
Arena
Ghetto
(for another race)
(8) You
see several armored men with horses and weapons doing battle in a
field. If approached, they say they are merely doing a historical
reenactment. There is no way to tell from a distance and the peasants
are panicking.
(9)
The local crypt has opened, spilling 2d6 skeletons or zombies out
into the countryside. 50% chance the party has gotten here late and
now they could be anyone, just wandering around this peaceful
community.
(10)
In
the middle of a gentle town's street, 2d6 men run up and brutally
kill another equal number of men, seemingly very skilled and also
very careful as not to hurt anyone else before running off. All the
victim's have the same cult insignia. (roll on cult table for which
one.)
(11)
Four men in white and black stripped robes stop the party and demand
they turn out their pockets. If the party does not comply, or if the
men see any objects made of silver (INCLUDING coins) the party is
cursed with an automatic failed save the next time they would
save.
If killed and checked, the men have several silver objects
in black silk bags, as if to contain them.
(12)
Four
wild hogs eating a horse, braying in pain, in the middle of a muddy
road.
Hogs (2
HD, AC 10, gore d6, +1 to hit and damage on first round of combat.
They get an extra attack at the nearest party member on death.)
Hogs
are not cowardly, but won't attack unless you get too close.
(13)
Man
in a tattered cloak asks to meet in a tavern or alleyway. He asks the
party several quest-sensitive questions or personal questions of a
profound nature. He will get agitated if not answered. If struck even
once, turns into a pile of rats and skitters away.
If
at least 3 questions are answered truthfully, he shoves a bag of 10
silver in your hands. If at least 5 questions are answered, he gives
the weirdest looking party member a scroll with a unique spell, if 7
questions are answered he gives the party a magic map that has the
names and locations of all the local people of this town. If 10 or
more questions are answered he nods sagely, then transforms into a
swarm of rats and tries to kill everyone starting with the most
honest.
Rat Tail Spell-
Level 3, TransmutationUser
grows a 3 foot long rat's tail that grants +1 to all agility and
balancing checks and AC vs ranged.
Duration = Caster level
hours.
(14)
Middle of town, a large house seems to be missing, replaced with a
huge sinkhole that leads off to a dark crack into the earth. Locals
try to ignore it, but admit being afraid of horrible noises coming
from it at night.
Within the hole one can find the original
house, surprisingly intact as if stolen from the surface. Instead of
the locals though they find something else living in the house, who
don't like guests;
Goblins
Gnolls
Drow
Kobolds
Every object in home is animated, violent
Hermaphrodite creature, heavily pregnant, fusion of all original
inhabitants.
Hermaphrodite
(4
HD, AC 12, attacks with Kitchen knife d4, billyclub d6 each turn. 1
in 6 chance to do nothing on a turn, as if struggling with
itself)
Regardless of the monster(s); the house has a few trade
coins and some carefully locked away cloth. The cloth actually
contains thread made of gold which can be melted into 1d6 GP.
(15)
Young famer's wife screams on a nearby hill, she is being attacked by
a Chichevache,
a creature that feeds off faithful and honest wives. As such the poor
thing is starved nearly to the bone.
Chivchevache
(3HD+1,
AC 14, bite attack d6, trample d4. If it eats the woman it will gain
+1 to hit, damage, and AC, but she may still be saved in its belly.
Also gains +1 to hit against female party members of good morales
(not applicable))
(16)
Runaway
cart! When walking up a hill, a cart laden with all kinds of fruits
or other goods will come barreling down towards party members. Anyone
who doesn't dodge out of the way takes d8 damage. 10% chance the cart
is somehow animated and at the bottom of the hill will turn around to
try and run people over again.
Regardless of what happens a fat,
cowardly merchant will come after and apologize for what happened,
but will not offer compensation.
(17)
Small
crate hidden nearby the road reveals heavy set of armor and weapons.
When discovered a man will tell the party to leave and threaten them
if they don't keep this secret. Roll on the cult table to see which
cult it belongs to.
In the night after the discovery of the
crate it will be used in a small skirmish between two farmer cults in
a nearby field. They will battle until some amount of time has past
or 1d4 people have fallen on one side; the victor leaves the bodies
and weapons of the defeated for the defeated to dispose of and take
away. By morning the bodies will be buried and gone. All of this can
be observed from a nearby hilltop.
(18)
Secret
catacombs underneath the village that stretches off to the nearby
village. 50% chance for a Thief character to spot the mark of the
thieves or assassins guild down here. Secret entrance that leads to
(14) and
(19).
The
catacombs have wandering monster checks at half rates. 50% chance of
encountering a lantern skeleton (stats as skeleton, with lantern) or
a few goblins that mostly just want to steal beer.
(19)
Goblins
living in what remains of a large cellar system dug between multiple
houses and grain-stores in the past with the houses above totally
removed and abandoned. Finding this place from above is very
difficult, but the locals may say that there was once a few buildings
here.
The goblins are surprisingly not aggressive; they mostly
just want to get drunk and have sex with each other. Bring them beer
and they will tell you all kinds of juicy info about the cults in the
area, the festivals, and the tunnel system they built, and also hint
at the Brownie
trapped at (20).
(20)
Astute
countryside manor tucked away off the beaten path from the towns and
farms. Food deliveries are made 3 times a week, the owner of the
manor also seems to own or control most of the business around the
area.
The owner of the manor is also the leader of one of the
two cults in the area, 50% chance of either. His cult is in the
dominant position, especially with his money. There is an alter to
the cult in the manor. The manor also contains plenty of luxury items
and valuables, but the master will not allow anyone inside unless
they seem high class and stow their weapons.
Additionally; the
grounds around the manor is inhabited by a helpful Brownie
(as
Gnome) with magical powers who will give dirt on the master if the
party helps him escape the walls. He claims the owner is keeping them
here to force the plants to grow bigger and better.
Within the
dungeon of the manor is a Rod
of Punishment;
an extremely painful weapon that deals 1d6 damage, the victim
automatically loses concentration on spells and similar, but this
weapon cannot deliver a killing blow.
Secret
Farmer Cults Table
Roll
here to determine Cults. Rules on cults; only roll one cult, then
each 'roll cult' has a 50% chance to be the same cult again or a new
cult. Once two cults are established all cult events are either one
or the other with equal chances or what makes sense. Roll d6.
[1]
Black Ring Cultists.
Believe in sanctity of nighttime walks and drains. Members draw black
rings on walls and posts to show territory and are obsessed with
buried treasure. Their Insignia is a black ring on a white piece of
paper.
Their power is to jump out of sight and then appear at
another nearby location, such as behind a wall and then above an
alcove across the street.
[2]
Yellow Sheet Cultists. Believe in pressed fabrics and cottons,
hierarchy of color where yellow is the king. Members always have
wrinkle free cloths and their beds are perfectly made. Their Insignia
is a piece of yellow cloth, no matter how small, often a patch on
another outfit.
Their power is snapping their fingers and causing
anyone nearby to drop the object they are holding in their left hand.
If they are using something that takes two handed, it drops.
[3]
Egghood Society. Believe
that eggs are a vessel to reincarnation; wish for their bodies to be
sealed in large iron eggs upon death. Stealing iron and raising money
to do this; have a secret burial ground in cult headquarters.
Insignia is a tiny hammer with a spike; to break free of an
egg.
Their power is choking someone if they concentrate on them,
dealing d4 damage each round. Requires eye contact.
[4]
Green Spiral Cultists.
Believe that the amount of life is only going up as time goes on;
wasteful eating and compost is actively making the world more
verdant. Their farmers grow extra food and waste it, even steal food
to compost and throw into the nearby woods. Insignia is a wooden
whistle.
Their power lets them exert minor control on a nearby
plant; usually to whack with a branch (d4), or ensnare and tangle a
foe.
[5] Five
Legged Stool Society. Believe in supreme restrictions and utmost care
at even rudimentary or everyday tasks. Members have spare tools and
parts all around their house, and have copious guardrails around any
and all heights. Insignia is a spool of thread and a needle, usually
in the pocket.
Their power is to give themselves or an ally +1 to
AC and +1 saving throws against party; passive.
[6]
Red Glove Cultists.
Believe in a guided hand to everything; creation, luck and fate,
every object has a creator somewhere. Members subtly manipulate
events and people in towns, even rearranging furniture can change the
future. Their Insignia is a red glove, sometimes too small to be worn
simply as a symbol.
Their power is changing a small object, that
can be hidden in a closed hand, into another object. Such as changing
a key into a nail or a note into a flower. These changes seem
permanent.
Wandering
Monsters Table
Note; only roll on this table if you have angered one of the local
cults or they know you know of them and they want to keep it a
secret. Roll d4.
[1] Cultist and 2 Cult Guards. They
prefer to attack at night and away from prying eyes. The guards both
carry 1d6 silver in coin-purses.
Cultist (1HD, AC 11,
ritual knife d4, has 2 first level cleric spells each day, plus cult
power.)
Cult Guard (1HD+2, AC 12, sword or club d6, can
block attacks to the Cultist to itself)
[2] Three
Cultist-Warriors. They always pray before combat, and mumble
religious chants under their breath when they fight. Run if spotted
by anyone other then party members.
Cultist-Warriors (2 HD,
AC 14, Swords, hammers, or spears d6, has cult power and +1 to
hit)
[3] Cult Hedge Mage. Has a small angry mob (2d4)
of villagers to fight for him; who are under effect of Charm. The
party is accused of a crime with no proof or evidence. Sentence is
death. Villagers as bandits with improvised weapons. The Mage
carries 1d4 gold worth of arcane resources.
Cult Hedge Mage (1
HD, AC 10, staff d4, casts first level spells)
[4]
Specially trained attack dogs. They look like feral dogs, but
there is no question they seek the party and will only try to hurt
them. Their teeth have been filed into cruel points. Stats as wolf.