“ A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.”
“ The PCs are making their way from village to village across a rural hinterland, when they spot a weird sign along a farmstead's fence, with an arrow pointing to the actual farmstead.
'CRAZY DANCING HOES!!'
If they investigate, a rather sedate local farmer, explains to them that for a mere two coppers, they can witness the show for themselves.
The show involves six ordinary, animated hoes 'dancing' on a makeshift stage, as the farmer accompanies them by slapping his thighs to keep the beat, and playing on his flute.
If asked how the trick is accomplished the farmer demurs, not wanting to share his 'secret'.
'If you can get Old Man Purkiss to tell you how he gets his cows to spout poetry, I'll tell you how I make my hoes dance.'
In reality, this minor encounter can lead to the PCs discovering that some localized, magical effect is active in the area. All kinds weird phenomena seem to occur in these parts.
Perhaps the PCs have finally found the ley-line of mana energy that they have been searching for! The party's wizard gets excited.”