Might be a good one to just keep the players guessing. Prove to them that not everything is as it seems. Use this one and the classic group of ogres that are just foraging, players slaughter them, and then come face to face with the family the ogres were simply trying to provide for. Go to Comment
The bird isn't local, but was transplanted by a noble (or something) because he/she thought it an interesting and exotic pet, until the screaming, then it was released into the wild. Any rangers or druids in the area would not know what it is. Go to Comment
When I was young, I had a parrot. A monstrously noisy parrot. While I loved my pet a great deal, some of our neighbors thought that we had an autistic child shut up in our house. I can imagine that situation in a fantasy game:
GM: "You hear a sound like someone screaming, "Help, helllp!"
I am quite fond of this bird, it's a nice idea with some good applications. Perhaps if it is not local it was repurposed by some other creatures to attract unwary do-gooders, like the inverse of the shrieker fungus.
Looks like I decided halfway through that I didn't want anybody alive that was there during the destruction. Definately a oldy and moldy one. Thanks for digging it up, pretty much totally forgot about this one. :) Go to Comment
3) an illusionist had the aforementioned plan and it atracted the Black One... the fear of the populace was exciting so Jolgeth was given a new chance...
The illusionist may suddenly discover his plan worked better than expected- the heroes may have to join forces with him. Go to Comment
4) Maybe Lord Hubert was being duped by the guilds: they could have found out about his little monetary scheme and hijacked the caravan themselves (via the less reputable guild), before sending in the collectors. The collectors would then be caught between the wishes of their nefarious employers and the will to do justice. They could even try and break into the guilds' headquarters to find incriminating evidence. Go to Comment
A desolate region is almost entirely without normal vegetation. Local plants are able to unroot themselves and crawl along the ground in search of water and fertile soil. The inhabitants fence their crops in to keep them from wandering off and put heavy stone thresholds in the doorways of their huts to keep wayward plants out.
The plants sense by chemical cues, lacking sight or hearing, and tend to avoid herbivores or anything that smells of "dead plants". Characters with horses are likely to be unwelcome among the locals.