A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment.
The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon. Go to Comment
You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village). Go to Comment
A good camping-place with something extra: a gallows with a hangman, reduced mostly to bones and a few rags. It marrily hovers in the wind. Any manipulation will make it fall apart. An excellent camping place, except for the midnight hours, when ghosts of those executed haunt here. Some wail for their crimes, some re-live their execution over and over, some want to have a talk, and still some others want to scare the Living for fun. Go to Comment
Five men are herding some fifteen horses down the road. They won't be very talkative, but are willing to sell a horse, or more horses if the heroes are interested, for a good price even. They are horse thieves, already sought by regional militiamen. Anyone with a stolen horse (all are marked) may get into trouble. (If found guilty, horse thieves face prison or even a hanging execution.) Similar thefts have happened only a month before, and a reward is offered. Go to Comment
The heroes find the crumbling, overgrown ruins of what appears to be some sort of grand dining hall in the forest. Deciding that it is a good place to camp, the set up a fire in the center. However, they are woken in the night to see skeletons waltzing in the moonlight to organ music that emanates from the open air. The skeletons touch nobody, dancing around them all night. Go to Comment
You know... for all the other new posts which have 4's and 5's and are supposed to be brilliant, I found THIS to be the easiest post to read in months.
I'm definitely not saying the other posts are bad, i'm just saying that this post piqued my curiousity and kept me going with little, interesting tidbits. Any of these submissions can be used at any time and with ease.
In conclusion, this is a useful post, plain and simple. Go to Comment
It seems the PC's just barely missed some action! Lying in the grass to the side of this quiet road is a freshly slain corpse - The murder must have happened only minutes ago. The blood which had poured from a hastily slit neck is still fresh - it hasn't even dried up and the body is still very warm. There are no sign of tracks from the murderer, and the dense woodlands which the road runs next to could hide anyone without difficulty. Closer inspection of the corpse and his backpack will find that there is no money - either he never carried any or it was stolen - but there is a fine collection of smallgoods, from expensive clothing to golden rings on his finger, to a silver letter-opener. The PC's could take these items, but if they plan to tell the local militia at the next town, they may want to hide their new gear. For the next ten minutes after finding the corpse, any rustling in the bushes by friendly forest animals might be subject to the waving of weapons and the close study of where the sound came from. Go to Comment
The Tinker Goblin
A comical sight, this goblin walks along the road though much slower than the PCs, so he is easy enough to catch. He is small and greasy like the rest of his kind with nervous hands and a creased face. Unlike the rest of his kind, he has learned that it is better to befriend humans than try to attack them. As such he is now a traveling tinker and doer of menial and disgusting jobs.
Of course he harangues the PCs to look at some of his goods, such as feathers for fletching arrows, empty bottles to hold potions, or an assortment of pieces of rope. nothing valuable, but something that could be useful later on, given the right circumstances.
If nothing else, he will enquire if he can follow the PCs until they reach the next town, for safety. Go to Comment
The Wandering Horse
The PCs encounter a horse trotting towards them, it has a saddle and bridle, but no rider to be seen, though a careful eye can tell that the horse has been badly spooked. The PCs can keep the horse and valuable gear for themselves, which should be a tempting option for starting level characters, or they can see about a potential owner in the next town.
Of course the owner will be able to recognize his mount from brandings or other markings, as well as some sort of identification in the saddle itself. If they keep the animal and gear, they could be in trouble for horse theft, but if they return the animal and gear, they could receive a modest reward for doing the right thing. Go to Comment
The Crossroad's Gallows
In a rural area, the PCs encounter a gallows, well built of iron and stout timbers complete with several bodies swinging from the nooses. This is a backwards area and doesnt have a proper church or temple, so criminals are hung several miles from any habitations so that if they rise as undead they will not be able to find their way back to visit wickedness upon the locals who hanged them. A variation could have bodies hanging in iron cages, left to perish from hunger, thirst, or exposure.
An extension could be a crossroads zombie that he broken its noose and is wandering up the road. An alternate path could be a potentially important NPC or valuable henchman to be to be released from one of these crossroads cages. Go to Comment
The Naked Man
Bereft of all clothing yet still maintaining a semblance of dignity, the naked man walks purposely along the road. In the previous town he lost his shirt, quite literally, to a group of unscrupulous thieves who cheated him at cards. If spoken to he will speak, but is perfectly fine to ignore the PCs. He wont join the party, but promises to speak well of them if they would lend him a pair of trousers and perhaps a crust of bread. Go to Comment
The Broken Road
The road has been badly washed out but a recent storm and has not been repaired yet. Mounted PCs will have to dismount and lead their horses across the rough, and potentially dangerous terrain. PCs on foot will have to cross this area of broken earth and mud with some care, lest they loose a boot to the sloppy mess. Go to Comment
A Toll is a Toll
The local lord charges a toll on merchants and travelers, and the Pcs encounter one of the collection areas/boths/workers. This toll is to see to the maintenance of the road, and its policing, as good, or as bad as it may be. Well equiped and armored PCs are going to be given a higher toll than the farmer hauling firewood to sell in the market. Refusing to pay the toll and using the road is tantamount to theft from the lord, and is treated accordingly. Go to Comment