50 Urban Encounters for Your Fantasy Campaign

Sooner or later, every adventuring party ends up returning to civilization. Continuing along with my series of random encounters, I am going to dive into the bustling streets of the city.

One of the biggest challenges to running towns or cities lies in being able to sell your players on the illusion that they are in a vibrant location with lots of activity and interesting people to meet. If one of the characters heads off to go shopping or another goes to visit the church, it can be helpful to have a little something ready for everyone else. This helps to keep everyone entertained but also fleshes out the city a bit.

These are all non-combat encounters (at least they start out that way) and most could be as mundane as can be. That said, I have tried to leave the door open for you to build on them as you see fit. You could easily use many of these as ways to introduce important new NPCs or plot threads within your campaign. These are merely intended to give you little hooks to work with.

That is enough out of me. When you find yourself in need of a little urban encounter, scroll through for something you like or roll a d100 and let the city unveil its secrets before you.

My starting town of Cross Tree. Made with Campaign Cartographer’s Isometric Cities of Schley symbol set.

1-2. Mysterious Art Piece: A skilled artist showcases their wares, included a painting that is the spitting image of one of the party members. The character has never met the artist, so how did the piece come to be made? Was it mere coincidence or is there something more at work?

3-4. Unusual Street Vendor: An eccentric merchant peddles curious trinkets and unique items from a mobile cart. While likely mundane baubles, these wares may hold hidden magical properties, secrets, or serve as conversation starters. Might they be a source of information for some items the party recently acquired?

5-6. Graffiti Artist: A graffiti artist captures the party’s attention as she puts the finishing touches on a vibrant mural. Perhaps the artwork conveys a hidden message that is recognized by one of the party members. Alternatively, what will the party do if the city watch attempts to apprehend the artist?

A talented bard captivates the crowd. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

7-8. Lost Pet: A distressed citizen seeks help in finding their beloved pet that has gone missing. The individual would surely be in the party’s debt if they help to return the lost creature. Perhaps the hunt will reveal a hidden side of the city.

9-10. Accused!: A stranger points out the party to the city watch and accuses them of a minor crime. Yes, the band could likely fight their way out but would it be worth being branded as criminals? Why were they accused in the first place and could the party end up benefitting from the situation?

11-12. Urchins: A band of street urchins approaches the party, begging for handouts. The waifs will be thankful for any help that they receive and could become valuable assets to the party in the future.

13-14. Street Performer: A talented bard captivates the crowd with a mesmerizing display of music or storytelling. As the party passes by, he encourages them to join with him in song or dance. Allow characters who oblige temporary bonuses to performance-based skills.

15-16. Wanted!: After making the acquaintance of a helpful stranger earlier in the day, the party sees a wanted poster bearing the likeness of the individual. How will the party respond? Do they seek out the fellow and ask for his side of the story or immediately run to the authorities?

17-18. Street Brawl: A heated dispute between rival factions erupts into a chaotic street brawl. The party can choose to intervene, support a side, or find a diplomatic solution to ease tensions and prevent further violence.

19-20. Secretive Exchange: A party member witnesses two suspicious figures engage in a clandestine meeting, exchanging cryptic messages. Observing or interfering in their dealings might lead the party down a path of intrigue and espionage.

21-22. Fortune Teller’s Prophecy: A fortune teller with a decorated tent beckons the party to unveil their future through palm reading or reading tea leaves. The predictions can provide valuable hints or create new plot threads.

23-24. Mysterious Puzzles: Characters with an appropriate background identify a series of cryptic riddles etched on city walls. These seem to challenge passersby to solve the puzzle. Unraveling the enigma may grant access to hidden locations, secret societies, or reveal a long-forgotten treasure.

A wanted poster bearing the likeness of someone the party met. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

25-26. Street Food Extravaganza: A vibrant street market lures the party with an array of tantalizing aromas and mouthwatering delicacies. Trying the exotic dishes may grant temporary benefits or lead to an unpleasant digestive issue. Perhaps the vendor hails from some exotic locale that the party wishes to know more about.

27-28. Crier’s Announcement: A town crier delivers an urgent message, revealing the arrival of a renowned figure. Paying attention to the announcement could open new opportunities for the party.

29-30. Busker Battle: Two competing street performers engage in a friendly rivalry, showcasing their talents in a captivating music or dance battle. The party members get dragged in to deciding on the winner. Taking sides or joining the performers might result in a memorable performance or unexpected rewards.

31-32. Fanatic: A follower of a fringe cult preaches what seems to be nonsense in the town square. However, as the party passes some of what the fanatic says starts to sound very familiar to the party. Do they shrug it off or attempt to question the individual further?

33-34. Lost Heirloom: A distraught citizen recounts the story of a stolen family heirloom and implores the party’s help in recovering it. The search could unravel a larger conspiracy or connect the party with influential individuals.

35-36. Drunken Celebration: The party witnesses another group of adventurers who are celebrating a successful campaign while quite inebriated. In their impaired state, is the group boisterous and looking for a fight? Perhaps they let slip a mention of some great treasure that they failed to recover?

37-38. Mysterious Street Merchant: A half-starved merchant sells bizarre and seemingly useless items. These seemingly worthless objects might hold hidden properties or serve as catalysts for unique quests and encounters. Is there some benefit if a party member takes pity on him?

39-40. Public Debate: Intellectuals or scholars engage in a spirited debate on a prominent topic that interests the party. Participating in the discussion may grant valuable knowledge or insight into ongoing events in the city. Alternately, it may show the party’s hand and allow nefarious individuals to know their stance.

41-42. Secret Meeting: A group of cloaked figures gathers in a secluded alleyway, exchanging hushed whispers and secretive glances. Eavesdropping or confronting them could reveal a conspiracy or lead the party into an unexpected alliance.

43-44. Wizard’s Apprentice: An aspiring young wizard performs tricks on the street. He is not terribly skilled but is clearly giving the performance his all. Assisting the apprentice may help to gain the favor of his patron, who may hold valuable information.

45-46. Fortune’s Wheel: A mysterious woman offers the party spin on her wheel of fortune  for a nominal cost. The outcome of their spin may grant them a boon, bestow a temporary curse, or open a pathway to unexpected encounters.

47-48. Eloquent Orator: A charismatic orator captivates a crowd with a powerful speech, stirring emotions and raising awareness about a pressing issue. Choosing to support their cause or challenge their beliefs can shape the city’s future.

49-50. Ghostly Haunting: The party encounters a ghostly apparition or lingering spirit seeking closure or assistance. Helping the ghost find peace may unravel a dark secret, lead to hidden treasures, or unveil forgotten history within the city.

51-52. Cryptic Street Art: An enigmatic piece of street art appears overnight, featuring symbols or cryptic messages that seem to defy interpretation. Deciphering its meaning may lead the party to a hidden location, a secret society, or a mysterious individual.

53-54. Hidden Resistance Movement: The party stumbles upon a covert resistance movement working against an oppressive regime or corrupt organization. Earning their trust and joining their cause could lead to a city-wide revolution.

55-56. Dragon Chess Master: A skilled dragon chess player sets up a public board, challenging passersby to a game. Defeating the master could earn the party member a seat at an underground tournament, with a special prize.

57-58. Illusionist’s Performance: An illusionist stages a breathtaking performance in a public square, showcasing mind-bending tricks and optical illusions. Knowledgeable party members can see through his illusions but he is passing them off to the gullible as being legitimate. Citizens are spending their hard-earned money, will the party intervene?

59-60. Local Celebrity Encounter: The party encounters a well-known figure from the city’s social scene, such as a famous actor or renowned author. Engaging with them could lead to unexpected opportunities or potential complications. What if he is not all he is cracked up to be?

61-62. Wishing Well: While passing by an ordinary looking well, one of the party members hears a voice saying, “Drop a coin and make a wish.” Was this some trick played by local youths or is there some enchantment to the well?

63-64. Bizarre Street Vendor Competition: Two eccentric street vendors engage in a whimsical competition, each trying to outdo the other with peculiar and exotic goods. The party can choose to assist one of the vendors or find creative uses for their extraordinary merchandise.

The beggar. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

65-66. Mysterious Midnight Procession: The party stumbles upon a solemn and mysterious midnight procession, led by robed figures carrying cryptic symbols or sacred relics. Following the procession may lead to an ancient ritual or a secret gathering of cultists.

67-68. The Haunted Alley: An infamous alleyway is rumored to be haunted by a vengeful spirit or ghostly apparition. Exploring the haunted alley could unveil a tragic past, provide clues to a murder mystery, or even grant an unexpected boon.

69-70. Secret Underground Gambling Den: The party accidentally discovers a hidden entrance leading to an underground gambling den. High-stakes games of chance unfold all around them but there are a lot of shady characters. Participating in the games could lead to fortune or ruin.

71-72. Conspiracy Theorist: A passionate conspiracy theorist pulls aside one of the characters and shares their theories about secret societies or government cover-ups. Engaging with them might reveal kernels of truth or inspire the party to investigate further. Alternatively, he may be a total nut.

73-74. Urban Oasis: Amidst the concrete jungle, a gardener has created a stunning oasis of vibrant flowers, herbs, and foliage. Assisting the gardener in maintaining the sanctuary could unlock benefits or provide a valuable source for ingredients.

75-76. The Enigmatic Beggar: A seemingly destitute beggar possesses an uncanny knowledge of the city’s secrets. In exchange for simple acts of kindness, he will gladly share his knowledge with the party. Building a relationship with the beggar may unlock vital information or unexpected assistance.

77-78. Execution: A large crowd has gathered in the town square to witness a series of public executions. As the prisoners are marched through the crowd, the party realizes that one of the condemned is someone they know!

79-80. Pickpocket: While walking through a crowded square, a youth bumps into one of the party members in an obvious attempt at pickpocketing. Catching them red-handed, how will the party react? Do they turn the would-be thief over to the authorities? Could the young fellow become a valuable asset?

81-82. Foreigner: One of the party member notices a foreigner who is clearly new to the city. The poor soul can’t speak the language and appears confused. Will the party lend a hand? Perhaps this individual is from somewhere of interest to the party.

83-84. Underground Market: A stranger mistakes a simple gesture from the party to be a secret password. As a result, the party gains access to a hidden underground market where illegal goods and contraband are traded. Navigating the market may reveal rare items or lead to encounters with dangerous criminals.

85-86. Rats!: Some of the party members witness rats scrabbling over the wares of a local food vendor. Do they keep this knowledge to themselves, risk upsetting the vendor, or possibly help with the issue?

87-88. Noblewoman: A noblewoman and her retinue barge their way through the busy street. It is clear to the party that she views the townsfolk as being beneath her because her retainers roughly shove them out of the way. Does the party let this stand or do they stand up for the regular folks?

89-90. Wedding Objection: A wedding procession makes it way through the busiest part of the city. All is well until a spurned suitor and his family arrive to object. Things could become violent. Will the party intervene? What if they personally know one of the individuals?

91-92. Sculptor’s Commission: A renowned sculptor approaches one of the party members and asks them to model for their latest masterpiece. Participating in the project might lead to unexpected connections or lead to unexpected fame.

The marketplace. Heart of the city. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

93-94. Afflicted Outcast: In a quiet corner of the city, the party comes across a secluded figure shrouded in tattered rags, clearly afflicted by disease. He piteously calls for aid. Will the party keep a safe distance or offer to help the poor soul?

95-96. Follower: One of the group notices that the party is being followed. The follower isn’t particularly stealthy but is persistent. Is it someone with an evil agenda or perhaps the hireling f a foe? Alternatively, it could be a fan of the party or someone looking for help.

97-98. Citywide Celebration: The entire city is swept up in a grand celebration for a local holiday. Apparently it is customary for outsiders to put on a little performance for the citizens. This could take the form r a song, dance, or story. Will the party participate when they are put on the spot or disappoint the crowd?

99-100. Wagon Wheel: A local farmer, visiting the city with his produce is having trouble. One of his wagon wheels has come off in a busy intersection. The party could easily ignore this but if they help, a farmer could be a handy friend to have.

Conclusion:

That will wrap up my 50 urban encounters. Most of these are simply intended to give you something to toss out to the group while some of the party members are engaged in another activity. Little shorts like this have always been useful for me, to help make my cities feel alive. If you happen to be using my suggestion of providing a Who’s Who for your campaign, be sure to jot down the names of any new NPCs you end up creating.

Do you have any standby tips or tricks for when you are running your characters through populated areas? If so, drop a comment below. I would love to hear what you do. That is all for now.

If you would like some more random lists, you may find them here.

If you would like to access my maps with plot hooks, you may find them here.

Have a great week. Good gaming!

50 Random Maritime Encounters to Enhance Your Tabletop RPG Adventures

Ahoy mateys! Continuing along with my series of random lists I am going to add some maritime encounters. As with my post about 50 Wilderness Encounters, all of these could range from unexplained occurrences to hooks for you to base entire adventures off of.

When your party is traveling from one locale to another, waterborne travel is common. Rather than hand-waiving the journey, sometimes you want something interesting to happen. During these voyages you may find yourself wanting a non-combat encounter. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel. Whatever the case, roll a d100 and consult below, to find out whether there be stormy seas ahead.

Doodle made with Campaign Cartographer Mike Schley Overland Style.

1-2. Bioluminescent Delight: The water glows with ethereal light as the ship sails through a mesmerizing stretch of bioluminescent plankton, casting an otherworldly ambiance.

3-4. Celestial Navigator: The night sky reveals a constellation that guides the ship, providing a temporary bonus to navigation or granting insight into a hidden location.

5-6. Mysterious Fog Bank: The ship sails into a dense fog bank, concealing strange sounds and eerie shapes. It dissipates after a while, leaving the crew wondering what they witnessed.

7-8. Song of the Sirens: A hauntingly beautiful melody fills the air, captivating those aboard the ship. The source of the music remains elusive but stirs intense emotions.

9-10. Message in a Bottle: A weathered, sealed bottle bobs alongside the ship, containing a message from a distant traveler seeking aid or sharing a cryptic riddle.

A playful dolphin escort. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

11-12. Dolphin Escort: A playful pod of dolphins joins the ship, gracefully leaping and swimming alongside, as if guiding the crew towards a significant discovery or impending danger.

13-14. Flotsam and Jetsam: The ship encounters a floating debris field, harboring remnants of a shipwreck, valuable items, or a survivor desperately in need of rescue.

15-16. Mermaid’s Lament: A mournful melody reaches the ship’s ears as a curious mermaid emerges from the water, sharing a tragic tale or offering a cryptic warning.

17-18. Roving Trading Vessel: An unusual ship, brimming with exotic wares and colorful characters, sails by. The crew has the opportunity to engage in trade or gather information.

19-20. Oceanic Mirage: The crew spots a mirage on the horizon, appearing as a shimmering island or a distant vessel. It fades away as they approach, leaving them questioning their senses.

21-22. Storm’s Symphony: The thunderous storm that brews overhead transforms into a mesmerizing symphony of lightning and thunder, evoking awe and granting temporary inspiration to those who witness it.

23-24. Whirlpool’s Secret: The ship sails near a powerful whirlpool, revealing a hidden underwater cave or ancient treasure chamber accessible only during certain tidal conditions.

25-26. Starlit Reflections: On a calm night, the stars above reflect perfectly on the undisturbed sea, creating a breathtaking celestial mirror that mesmerizes those who witness it.

27-28. Lost Mariner’s Journal: The crew discovers a waterlogged journal floating in the sea, chronicling the adventures of a long-lost sailor, and revealing valuable navigational insights or hidden knowledge.

29-30. Coral Reef Serenade: A choir of aquatic creatures harmonizes in a symphony of song and dance, performed around a vibrant coral reef. Witnessing this enchanting display grants a temporary bonus to charisma-based checks.

31-32. Ghostly Flotilla: A spectral armada appears on the horizon, manned by the shades of long-deceased sailors. They pass by the ship without interference, leaving the crew with a sense of awe and wonder.

33-34. Enchanted Breeze: A gentle breeze fills the sails, carrying with it melodious whispers that share tales of forgotten lands or distant legends, inspiring the crew’s creativity.

35-36. Lighthouse Beacon: A remote lighthouse emerges from the darkness, providing a guiding light for ships at sea. It serves as a welcoming haven or harbors a secret within its walls.

37-38. Kraken’s Lullaby: The ship sails through an area inhabited by a slumbering kraken, surrounded by a serene calmness that evokes a sense of tranquility and safety.

39-40. Triton’s Greeting: A regal triton emerges from the depths, offering guidance or challenging the crew to a riddle or contest, promising rewards for success.

41-42. Spectacular Migration: The ship witnesses a breathtaking migration of aquatic creatures, such as massive whales or graceful sea turtles, granting a temporary connection to nature for those who behold it.

43-44. Sunken Ship’s Bounty: The crew spots a partially submerged shipwreck, still holding valuable cargo or secrets waiting to be discovered with the aid of skilled divers.

45-46. Mystic Tides: The ship sails through a region where the tides take on a mystical quality, revealing submerged paths or hidden entrances to underwater realms.

47-48. Elusive Seafarer: A mysterious sailor, speaking in riddles and prophecies, boards the ship briefly, imparting cryptic knowledge before disappearing as mysteriously as they arrived.

49-50. Living Reef: A massive, sentient coral reef comes to life, interacting with the ship and its crew, sharing ancient wisdom, or granting a temporary blessing for respecting the sea’s harmony.

51-52. Mysterious Shipwreck: The ship stumbles upon a sunken vessel that defies explanation. It appears to be from a time long past or a civilization unknown, tempting the crew with the allure of lost treasures and untold stories.

53-54. Haunted Waters: The ship sails into an area haunted by vengeful spirits, causing unsettling phenomena such as flickering lights, disembodied voices, or objects moving on their own. The spirits may have a message to convey or require assistance to find peace.

55-56. Legendary Seafarer’s Rest: The crew discovers a hidden island where a legendary seafarer, believed to have perished long ago, resides in peaceful seclusion. They can offer valuable advice, teach new skills, or share tales of the sea.

57-58. Eerie Sea Silence: The ship enters a region where all sounds are absorbed, creating an unsettling silence that heightens the crew’s senses. It may hold hidden dangers or offer a respite from the usual clamor of the sea.

59-60. Leviathan’s Wake: A massive leviathan breaches near the ship, its sheer size and power awe-inspiring. The encounter may evoke fear, but it could also serve as a moment of reverence for the wonders of the natural world.

61-62. Treacherous Currents: The ship finds itself caught in powerful currents, requiring skilled navigation or clever tactics to escape their grasp. Success brings a sense of accomplishment and the admiration of the crew.

63-64. Mirage Island: A mirage of a lush, tropical island appears on the horizon, complete with palm trees, pristine beaches, and the promise of relaxation. However, it proves elusive, vanishing as the ship draws near.

65-66. Seafarer’s Graveyard: The ship comes across a desolate area littered with the wreckage of countless vessels. It serves as a chilling reminder of the sea’s unforgiving nature and may hold clues to the perils that lie ahead.

67-68. Lunar Tide: The moon’s gravitational pull creates an unusually high tide, revealing hidden caves, underwater passages, or submerged treasures that are normally inaccessible. The crew must act swiftly to explore before the tide recedes.

69-70. Whispers from the Deep: Faint, unintelligible whispers rise from the depths, hinting at ancient secrets or forgotten knowledge. Deciphering these mysterious voices may lead the crew to a hidden discovery.

71-72. Enchanted Seashells: The crew finds seashells imbued with magical properties, granting temporary enhancements or spellcasting abilities. These shells can be used in rituals, traded for favors, or kept as valuable souvenirs.

73-74. Lost Navigation Charts: A tattered and waterlogged set of navigation charts drifts alongside the ship. Although damaged, they provide hints to hidden routes, uncharted islands, or treacherous reefs.

75-76. Monstrous Migration: A migration of colossal sea creatures, such as giant sea serpents or immense octopuses, causes a temporary disruption in the ship’s course. The crew must navigate carefully to avoid colliding with these awe-inspiring beasts.

77-78. Singing Sandbar: The ship encounters a sandbar that emits melodic tones when struck or walked upon. This enchanting phenomenon grants temporary bonuses to performance-based skills or attracts the attention of curious creatures.

79-80. Sunken Temple: The ship comes across the ruins of an ancient temple submerged beneath the waves. Exploring this underwater marvel reveals forgotten relics, hidden chambers, or puzzles that guard ancient knowledge.

81-82. Poltergeist Seas: The crew finds themselves in a region where mischievous spirits play pranks, causing objects to move, disappear, or reappear in unexpected places. Overcoming these antics may lead to the spirits’ gratitude or further challenges.

83-84. Ghostly Navigator: A ghostly figure materializes on the ship, possessing vast knowledge of uncharted waters and navigation techniques. They offer to guide the crew to a specific location or reveal a hidden treasure before fading away.

85-86. Stormcaller’s Orchestra: The ship sails through a storm infused with a symphony of sounds—thunder, rain, and wind harmonize to create a captivating, almost musical experience. The crew may find inspiration or insights within this natural spectacle.

87-88. Enchanted Bioluminescence: The waters become alive with a radiant display of bioluminescent organisms, illuminating the ship’s path, and creating a mesmerizing scene. These enchanted lights may have magical properties or attract otherworldly creatures.

89-90. Navigational Riddle: The crew encounters a magical puzzle or riddle inscribed on an ancient stone marker. Solving the riddle reveals a hidden navigational route, a forgotten island, or a trove of valuable information.

91-92. Pirate’s Buried Treasure: Following a cryptic treasure map, the crew discovers a hidden cache of pirate loot buried on a remote island or at the ocean floor. Unearthing the treasure may attract the attention of other treasure seekers or supernatural guardians.

93-94. Siren’s Song: The ship becomes entranced by a hauntingly beautiful siren’s song, threatening to lure the crew to their doom. Overcoming the enchantment requires strong willpower or counteracting the song with a different melody.

95-96. Aerial Show: Majestic flying creatures, such as giant roc or shimmering dragons, engage in an aerial display above the ship. Observing these magnificent creatures may bestow temporary flight or inspire tales of mythical creatures.

97-98. Becalmed: The ship sails into an area where the wind mysteriously vanishes, leaving the vessel stranded in a state of calm. The crew must find creative solutions, such as rowing or utilizing magical means, to navigate and escape this stagnant situation. Time may become a pressing concern as supplies dwindle.

99-100. Calm Before the Storm: The sea turns eerily calm, an unnatural stillness that precedes a violent storm. The crew must prepare for the impending tempest or search for shelter to ride out the waves and winds.

Conclusion:

That is all for now. I hope these additions bring a bit of wonder to your party’s seafaring exploits. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

If you would like to see my other random lists, you may find them here. My maps with plot hooks are collected here. Finally, I have a few general posts here. Have a great week!

50 Overnight Encounters

Any band of adventurers worth their salt will take their time to set up a watch for the night. More often than not the night passes uneventfully and the journey slogs along. Sometimes you want something to shake your group up a bit, without resorting to a wandering monster.

All of these could range from unexplained occurrences to hooks for you to base entire adventures off of. It just depends on what you need for your game at the moment. I find that occasionally tossing in something like this will help to keep everyone engaged during long periods of travel.

These also work as good fillers, when I need something else to happen prior to the end of a session. Whatever the case, roll a d100 and consult below, to see what goes bump in the night.

1-2. Celestial Spectacle: The night sky comes alive with a breathtaking display of shooting stars or a rare planetary alignment.

3-4. Harmonious Melody: Enchanting music fills the air, seemingly emanating from an unseen source. The music is not loud enough to wake anyone up and will cease if any sleeping party members are awakened.

5-6. Glowing Fauna: Bioluminescent creatures emerge from the darkness, illuminating the surroundings with their ethereal glow.

7-8. Astral Projection: One of the sleeping characters experiences a vivid and prophetic dream, offering hints or warnings about their future endeavors.

9-10. Whispers in the Dark: Those on watch hear faint whispers or distant voices, carried on the night breeze. These hint at hidden secrets or long-lost knowledge.

11-12. Ghostly Encounter: A friendly or troubled spirit manifests during the night, seeking closure or offering guidance to the characters.

13-14. Lost Artifact: The characters on watch stumble upon a forgotten relic or artifact, partially buried in the ground, with unknown powers or a mysterious past.

15-16. Dream Realm: Sleeping characters find themselves in a shared dream, navigating a surreal landscape or confronting their deepest fears.

17-18. The Illuminated Path: Characters on watch notice a faint, glowing trail leading to a hidden location or an important discovery.

Standing watch. Art by: © 2015 Dean Spencer, used with permission. All rights reserved.

19-20. Time Warp: Sleeping characters experience a temporary time distortion, witnessing events from the past or glimpses into the future.

21-22. Shifting Shadows: The campsite becomes a gateway to a pocket dimension or a parallel reality, where familiar places are twisted and distorted.

23-24. Animal Messenger: An intelligent animal approaches the camp, bearing a message or a warning from a distant ally or foe.

25-26. Flickering Flames: The campfire dances and morphs into mesmerizing shapes, revealing cryptic symbols or visions to those who observe it.

27-28. Enchanted Sleep: Characters on watch drift off to sleep. When the party wakes, they find themselves in a different location, seemingly transported during their slumber.

29-30. Nature’s Blessing: A light rain starts out of nowhere. As it lets up, the characters wake up to find their wounds healed, their supplies replenished, and a sense of rejuvenation.

31-32. Moonlit Ritual: A secretive group performs a ritual under the moonlight, offering the characters on watch a chance to witness or interrupt their proceedings.

33-34. Nighttime Market: A mysterious bazaar materializes near the campsite, offering exotic goods, rare ingredients, or peculiar services.

35-36. The Invisible Hand: The characters wake up to find objects around the campsite rearranged or tidied up by an unseen helpful presence.

37-38. Luminescent Guardian: A gentle spirit of light takes on the role of protecting the characters during the night, guiding them away from harm.

39-40. The Shadow’s Beckoning: Shadows in the surrounding area come to life, swirling and forming shapes, hinting at hidden paths or secrets.

41-42. Portentous Clouds: Strange cloud formations gather above the campsite, revealing foreboding symbols or images that foreshadow future events.

43-44. The Whisperer: A mysterious figure emerges from the darkness, claiming to possess ancient knowledge and offering cryptic advice.

45-46. Trapped in a Dream: One of the characters becomes trapped in a vivid, lifelike dream, requiring the others to find a way to wake them.

47-48. Phantasmal Menagerie: A collection of spectral animals gathers around the campsite, observing the characters with curious, ethereal eyes.

49-50. Nighttime Companion: A loyal and intelligent creature approaches the characters, seeking companionship or offering assistance during their travels.

51-52. Veil of Illusion: The characters wake up to find themselves in an illusionary realm, where reality bends and shifts, requiring them to solve puzzles to escape.

53-54. Elemental Reverie: The elements around the campsite come to life, dancing and swirling in a mesmerizing display of elemental harmony.

55-56. Echoes of the Past: The characters witness ghostly echoes of historical events or significant moments that occurred in the area, gaining insights into its hidden history.

A cozy campfire as the party prepares to turn in for the night. Art by:© 2015 Dean Spencer, used with permission. All rights reserved.

57-58. Feywild Crossing: The campsite becomes a temporary gateway to the Feywild, where the characters encounter mischievous fey creatures and experience the whimsical nature of the plane.

59-60. Shadow Puppetry: Shadows cast by the campfire take on a life of their own, performing a silent and captivating shadow play that tells a mysterious story.

61-62. Whispering Trees: The trees surrounding the campsite whisper ancient secrets or foretell future events to those who listen closely, providing valuable information or warnings.

63-64. Elemental Balance: The characters are visited by an elemental spirit that offers them a unique and temporary boon related to one of the four elements—earth, air, fire, or water.

65-66. Vanishing Act: The campsite suddenly disappears, leaving the characters in an otherworldly realm or plane for a short time before reappearing in a different location.

67-68. Illusory Menace: Characters on watch are plagued by illusory creatures or illusions that mimic dangerous foes, testing their wits and abilities.

69-70. Spirit Guide: The characters encounter a wise spirit guide who provides guidance and cryptic advice, leading them to hidden treasures or revealing important information.

71-72. Ephemeral Guardians: Ethereal and translucent guardians appear around the campsite, protecting the characters from harm during the night.

73-74. Haunted Dreams: Sleeping characters share a collective dream haunted by the spirits of the past, requiring them to confront and resolve a forgotten tragedy.

75-76. Luminous Dew: The morning reveals that the campsite is covered in sparkling and magical dew, which can be collected and used for various enchanting purposes.

77-78. Aurora’s Embrace: The sky fills with vibrant auroras, and the characters are enveloped in their mesmerizing glow, temporarily granting them supernatural abilities or insights.

79-80. Time Loop: Characters on watch drift off to sleep. Then the night repeats itself, with the characters reliving the same events and encounters until they discover the cause and find a way to break the loop.

81-82. Feywild Market: A bustling Feywild market manifests near the campsite, offering strange and exotic goods, curious trinkets, and intriguing bargains.

83-84. Cursed Relic: Characters on watch stumble upon a cursed object that brings misfortune or strange effects until they find a way to cleanse or dispose of it.

85-86. Lunar Serenade: The moon’s radiant light fills the campsite, soothing and invigorating the characters, granting them temporary bonuses to their abilities.

Adventurer catching a few winks. Art by Diego Castro. Used with permission. All rights reserved.

87-88. Guiding Stars: A constellation forms in the night sky, providing guidance and navigation aid to the characters, helping them find their way or revealing hidden paths.

89-90. Feywild Poltergeist: A playful and mischievous fey creature infiltrates the campsite, pulling harmless pranks and challenges the characters to a game or contest.

91-92. Arcane Nexus: Characters on watch discover a site of potent magical energy, where spells behave unexpectedly, wild magic surges, and magical phenomena occur.

93-94. Shadow Gate: Characters on watch discover a hidden portal to a plane of darkness and gloom, where they must navigate treacherous shadows and confront shadow creatures.

95-96. Ethereal Visitors: Ethereal beings or spirits from another plane temporarily materialize at the campsite, seeking assistance, guidance, or redemption.

97-98. Starfall: A shower of shooting stars rains down upon the campsite, each carrying a mysterious and magical effect when collected or interacted with.

99-100. Night’s Blessing: The night bestows a temporary boon upon the characters, enhancing their abilities, granting them insight, or imbuing them with a sense of profound luck and fortune.

That is all for now. I hope these additions bring a bit of wonder to your party’s overnight experiences. Thanks for stopping by. If you have any suggestions for other encounters, please leave a note in the comments.

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Odd Loot Items

Whether you run a heroic fantasy campaign or prefer something gritty and dark, it’s likely that your players will look forward to the moment when their foes finally drop. Early in the career of any adventuring party, PCs start rummaging through the belongs of fallen opponents in search of loot.

As a GM, it’s fun to watch your players get excited to discover what treasures they have found. However, it can be a bit of a slippery slope. Gold and gems can feel too mundane to be satisfying, while too many magical goodies can throw your game into an unpredictable state.

I like to keep my players on their toes with unusual items that they are not expecting. By sprinkling in occasional pieces of unique loot I’m often able to spark the imaginations of my players, while also creating a reason for them to buy into the story at large.

This week I have compiled a list of 25 different items that your party might discover while looking for loot. Hopefully you can drop some of these into your game. You may roll a d100 and let fate take its course or peruse through and see if something strikes your fancy.

A looted diary might contain all sorts of useful information. Art by © Sławek Mietła

01-04 Treasure Map: This is straightforward. The map can be for something you already have planned or you can wait to see if they ever pursue it. Either way, their foe was carrying a map that marked the way to some great treasure. Will they become treasure hunters?

05-08 Mag of Marbles: A simple bag of marbles. The question here becomes “what will the party do with them?” Enterprising adventurers might use them as simple baubles to trade with creatures they meat, or perhaps they throw them to the ground while making a desperate escape. It’s fun to see what they will come up with.

9-12 Love Letter: Somehow the villain your party just dispatched came into possession of a rather steamy love letter. Who was it from? Has the author or the intended recipient met their final fate or are they simply locked away somewhere? Will the party try to find out or will they simply move on?

Finding a wanted poster can lead a party off in another direction altogether. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

13-16 Wanted Poster: Rifling through the belongings of the fallen foe, the party discovers a wanted poster. The posted might feature a notorious villain, a “harmless” NPC that the party encountered a couple sessions ago, or even one of the PCs themselves.

17-20 Spyglass: If the system you’re using doesn’t happen to have specific rules for such an item, it’s easy enough to come up with something. Make it a worthwhile little trinket for your party.

21-24 Invitation: The party discovers an invitation for x number of people to a masquerade ball. There’s a lot you can do with this one. Perhaps the fallen opponent had been the invitee or perhaps they had simply come into possession of the invitation. Who is throwing the party? It could be the BBEG, an influential NPC, or perhaps the person who owns some MacGuffin that the party needs to acquire.

25-28 Key: An ornate key is found. There may be documentation included as to what the key unlocks, or not. The key might be useful in an upcoming adventure or perhaps it would give them access to unexplored areas that they had to pass by during a previous engagement. Alternatively, it may be a fragile skeleton key that would give them a percentage change to open any lock but likely break once used.

How did this lightly scented love letter end up in the hands of a villain? Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

29-32 Bag of Toys: The party discovers a bag of finely made handmade toys. While they might fetch a decent price on their own, the party might gift them to the child of a landed lord, to gain favor. Perhaps they give them to the local street urchins who will then thankfully be their eyes and ears in the city.

33-36 Diary: A carefully wrapped diary is found. Who did it belong to and what secrets does it hold? Does the party use it for blackmail, sell it to the highest bidder, or return it quietly to the rightful owner?

37-40 Bag of Bones: Is this just a grisly discovery or does it give the party some valuable insight into something? What type of creature are the bones from? Do they carry any value with local alchemists?

41-44 Peculiar Coins: The party has never seen coins like these. Possibly they are oddly shaped or forged from strange new metal. Perhaps they are stamped with the visage of some horrible abomination.

45-48 Mislabeled Potion: This is the only item on the list that is magical. It has magical properties; it just doesn’t do what it says it does.

49-52 Bag of Caltrops: It’s fun to watch what the party comes up with for these. If your system doesn’t happen to have specific rules for these, it’s easy to whip something up. Something like: “Covers a 5’ square area. Creatures not moving carefully through must save or take 1-2 damage and be immobilized for a turn.”

53-56 Troop Movements: The party finds documents detailing the upcoming troop movements in a local conflict. What will they do with this information? They might use it to sneak behind enemy lines, win the favor of a local lord, or sell to the highest bidder.

Intercepting these orders from a local conflict could allow the party to turn the tide. Art by © Sławek Mietła

57-60 Exotic Creature: The party discovers a small cage containing an exotic creature. Will it become a pet? Will the party sell it to a local noble? Does it simply become dinner?

61-64: Piece of Chalk: While perfectly mundane, I love seeing what my players will do with chalk. Are they marking subterranean passages with it, sharing with peasant children, or grinding it up into a fine powder?

65-68 Flamboyant Hat: Unbeknownst to the party, this foppish headpiece was recently stolen from a wealthy noble. Describe it as you wish. However, it will instantly be recognized in town if the party tries to sell it or wear it.

69-72 Fireworks: Party finds a bag of fireworks. This is another one where it’s just fun to sit back and see what the party finds to do with them.

73-76 Jar of Ink: This is a 1-quart jar of black ink, capable of making quite a mess. Let’s see what the party does with it.

77-80 Secret Map: This is a map of a local cave complex or building. However, all the secret entrances are labeled.

81-84 Important Missive: This piece of parchment details the most recent orders from someone. Perhaps it’s from your BBEG to one of his lieutenants. Alternately it could be from a guild leader taking action on one of their rivals.

85-88 Body: The party finds the remains of a somewhat famous person who was not known to be deceased. Will they go to the authorities, or would that risk them being blamed?

A looted tome containing lost knowledge. Art by © Sławek Mietła

89-92 Tome: This musty old tome contains lore about something specific within your world. It could pertain to history, geography, or politics. There’s no need to flesh out the whole book. Just allow your players a % chance to find a relevant bit of information if they spend time reading through the pages.

93-96 Mystery Box: This appears to be a simple wooden box with the dimensions being up to the GM. While a mundane item, characters taking time to really investigate it will discover a finely crafted hidden compartment.

97-100 Inheritance: This final one is a bit of an homage to the classic The Enemy Within campaign for WHFRP. The party finds a notarized document claiming that the bearer is entitled to a large inheritance. No need to take the Warhammer route here but it obviously creates some fun moral questions for the party.

That’s all for now. Do you have any bits of mundane loot that you’ve handed out to your players to spur their creativity or help develop your story? If so, please comment below. I would love to hear what has worked for you. Have a great weekend and good gaming!

50 Wilderness Oddities

For today’s post, I have put together 50 odd occurrences to toss at your PCs while they are traveling from point A to point B.

Sometimes you don’t want the day to pass uneventfully but a wandering monster would burn too much precious time. Even if you’re largely handwaving their journey it can be nice to have something interesting happen along the way, so roll a d100 and see where the fates take you.

Each of these could be nothing more than what they appear at face value. Alternately, with a few tweaks you could easily expand them into a full blown encounter, or even an adventure hook.

-Good Gaming!

Art by: Donnie Maynard Christianson https://www.drivethrurpg.com/browse/pub/9116/Sqeezi-Games

01-02: Party stumbles on a patch of incredibly large mushrooms. Are they edible? Toxic?

03-04: After breaking camp for the morning strange tracks can be seen all around the perimeter of the camp. These weren’t present the night before and nobody noticed anything during the night.

05-06: A pair of rough looking men step out of the brush carrying a large, spiked collar. They claim they are looking for their lost dog.

07-08: Party finds a white stag trapped in a snare.

09-10: Over the course of a two mile stretch, various items of clothing are found by the roadside.

11-12: Having passed a simple traveler walking along the road on the previous day, the party encounters the same fellow on the following day. However, he is headed in the same direction as he was the day before and claims to have no knowledge of meeting the party.

13-14: The smell of smoke increases throughout the day until the party realizes that their path forward has been blocked by a forest fire.

15-16: Party comes across the shed skin of a monstrous snake.

17-18: A bountiful berry patch lines the side of the road, allowing the party a delicious snack.

19-20: Colorful birds are seen in the trees. Knowledgeable party members will be able to identify these as only coming from warmer climes.

21-22: A patch of small flowering plants are discovered. Knowledgeable party members will be able to identify these as an effective insect repellent. May be burned or used topically.

23-24: Pleasantly fragrant plants are found. Knowledgeable party members will be able to identify these as being used by locals in the region to mask scent from predators in the wild.

25-26: Is that bullfrog singing? Surely that bullfrog can’t be singing.

About the Artist: “Bag” twitter.com/bagthebaghttp://twitter.com/bagthebag

27-28: Party finds a smoking crater where a meteor has landed.

29-30: Party comes to a clearing. There are a number of toy dolls hanging from the trees all around the edges of the clearing.

31-32: An alabaster monument juts up out if the ground in the middle of the forest. It bears a plaque but the language is foreign to all of the party.

33-34: Party hears the occasional sound of crying. However, the sound ceases whenever they stop to listen closely.

35-36: A possum pops out of the brush briefly before running back into the woods. If followed, it leads the party to a sinkhole where three racoons are trapped.

37-38: Party encounters a simple traveler who offers to share a meal with them before heading on the way. Upon reaching their destination, the party sees a wanted posted for a notorious highwayman and the description matches that of the traveler.

39-40: Mosquitos plague the day’s travel, making everyone uncomfortable and causing them to appear afflicted with the pox for d4 days after.

Art by: https://www.drivethrurpg.com/browse/pub/9116/Sqeezi-Games

41-42: Party passes a small caravan owned by a showman who display oddities and curiosities at festivals throughout the realm.

43-44: Wild boars are about! If there is anyone capable of hunting within the party, it will be an easy hunt.

45-46: A freshwater spring yields tasty trout, to anyone with the skill to fish them out.

47-48: The rhythmic beating of drums can be heard in the distance. It seems to be getting closer toward nightfall.

49-50: Party encounters strange formations of sticks bound together with twine.

51-52: An abandoned cottage is found. It appears that other parties have passed through and used this as a shelter recently. What appears to be a map is drawn on the wall with charcoal.

53-54: A large fish lays flopping in the path. The party is not aware of any water nearby.

55-56: Party passes a caravan of prisoners being lead from on settlement to another. The party members recognize one of the prisoners.

57-58: A trail of pieces of bread leads off into the forest.

59-60: Party comes upon a disheveled man who has amnesia.

61-62: An onyx statue of a bull is found deep within the forest.

63-64: A loud buzzing sound leads the party to a beehive the size of a man.

65-66: 3 wooden barrels of rum are found, poorly hidden within the forest.

67-68: Party encounters a religious zealot and his entourage, traveling from one settlement to another. They encourage the party to throw down their arms and join them.

69-70: Without warning, the forest fills with cicadas. Their song drowns out all other noise, to the point on being nearly deafening. This lets up within an hour, without explanation.

71-72: Party encounters a man wearing wrist and leg irons. He claims that he was falsely imprisoned and barely escaped with his life. Is he telling the truth?

73-74: An abandoned campsite is found, neatly laid out. There is a tent, modest belongings, and prepared campfire. However, there are no signs of who left it.

75-76: An incredibly large, winged beast can be seen circling above the canopy of the forest.

77-78: Deep within the forest, the party finds 3 incredibly lifelike statues who are all posed as if shielding their eyes in horror.

79-80: A stone altar it found, topped with the carcass of some woodland beast.

81-82: Strange tracks end up leading to a massive hollowed out tree. However, upon arrival there is no trace of whatever made the tracks.

83-84: A raucous band of revelers, celebrating some religious festival pass the party. Party members are encouraged to throw down their weapons and join them.

85-86: The party comes upon a coach that has thrown a wheel. An obnoxious noble verbally abuses the coachman and demands that he fixes it quickly. Will the party assist?

87-88: A blight has taken over the portion of forest that the party is traveling through. All vegetation has died, with no apparent reason.

Art by: Donnie Maynard Christianson https://www.drivethrurpg.com/browse/pub/9116/Sqeezi-Games

89-90: Deep in the forest, the party discover what appears to be a shrine built for a deity that none of them are familiar with. Small offerings are scattered about.

91-92: A circle of tall standing stones are covered in moss. Standing within the circle, party members can feel a steady vibration.

93-94: A shaft of sunlight shines down through the canopy. Figures can be seen dancing in the sunbeam.

95-96: A massive tree stump have pooled with water. Characters looking down into the water see bizarre images.

97-98: A magpie attempts to snatch a small trinket from the party’s camp. If successful, it flies up and deposits it in a nearby tree. If the tree is investigated, a small cache of other treasures will be found.

99-100: A short, cactus-like bush is found along the trail. Knowledgeable party members will be able to identify these as having limited healing properties.

That’s all this week. Hope that you find some use out of these. Have any favorites that you regularly use for your games? Let me know in the comments. Have a great week. Good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.