Hooks, Encounter Tables, and Other Stuff (To be Updated)

Thanks for the push to do something like this Soukkis, it is fun so far!

Woods Adventure Hooks


1 – Old Snare, a player steps in it unless highest bushcraft party member makes a bushcraft roll – then they realize that there is a section of the forest filled with traps – somewhere inside of it is a crazy hermit’s house.

2 – 1D6 Axe Beaks – The player will hear someone screaming and the sounds of axes hitting flesh, either the players investigate or must avoid making noise. (Monster Manual) – If they investigate a nearby town they will hear tales of more and more Axe-beak attacks – and larger than normal axe-beaks, with riders carrying cleavers and axes.

3 – Al-mi’raj digging a hole with its’ horn. (Fiend Folio) – Something in the hole is a very valuable/interesting/unusual adventure hook.

4 – Stony area is sighted from a distance, there is evidence of a campfire, and a recent one. Upon closer inspection – there are very unusual tracks – and the equipment left behind indicates the camp was witch hunters, who seem to have been surprised by some large foe.

5 – The players hear a strange sound, like the tinkling of glass and metal – There is a grove nearby that has hanging bottles and keys dangling, suspended on thin twine, makeshift windchimes. They are to keep the fey away, who are nearby.

6 – A gust of wind hits a player – unusually deep and cold and moist – it pushes leaves up, and reveals a hold in the ground, a small crack in the stone. This is the out-draft of a cave, and potentially a big cave.

7 – Elves in a line, all carry gourds of honey: They are dipping transplanted clippings of bushes and saplings in the honey and planting them.

8 – Smoldering remains of a cart: Dead body/bodies of guards or drivers – horses long gone. There are three large cages, two empty, one contains a dead man: he looks like a prisoner. Nearby there is screaming, if the players investigate, there is a fourth cage being puzzled at by a bear – the thin man inside is just out of their grasp and is terrified. He is a rapist – and if saved, can inform the players about what happened: Cedomir and Saban managed to snag a tool and broke free late last night, causing a fire on the cart while the driver and guards slept – then they killed Asad “Damn Snitch” they said – then they left Nestor, the living prisoner, to die. ------ Have these two criminals cause problems nearby, in towns or farms, Saban is an arsonist, Cedomir is an excellent killer, and before he was killed Asad was the idea man.

9 – A bridge over a small stream – below the bridge is a terrified teenage couple who heard the party coming – they are drenched and scared – Either they eloped, were on a tryst, are running from somethin terrible, or are lost – Whatever you think would elicit a player reaction.

10 – A well, old and missing any of the infrastructure to use it – down at the bottom is an urn filled with copper coins, at least 400.

11 – It looks like a man made of cornbread – it will rush silently if it sees the party, trying to hide behind them. There are seven or so level 1-2 specialists nearby, ostensibly witch hunters, trying to capture it. It was made by a witch, but is innocent and confused.

12 – Hanged minority from local town, tracks indicate a lot of people passed or were here. Bonus points, if the party has a minority member, and they have not been to town, if they do go to town, they will be discriminated against, and possibly lynched.

13 – Snake wraps around ankle and trips PC – then several deer will attempt to trample that player – Somehow the two species have become symbiotic.

14 – Shallow grave – any personal belongings brought to town will be met with gratitude and the story of her absence - But talk around the town will let the killer know, who will then stalk the players, and eventually try to kill them.

15 – Massive cocoon – Contains man sized moth transforming. Not a threat, but does mean man-sized moths are around.

16 – Wardens of a private land will notice and attempt to capture the party – claiming they are poachers – and will transport them to a manor on the land to answer to the owners.

17 – Old rotting mill, there is abandoned goods – close inspection will reveal some disturbing facts – chiefly the main mill was recently used to grind something black and hairy and tough. There are more spiderwebs than one would expect. (The mill was grinding up spiders, big ones)

18 - A circle of stones, a hole emerges from the shadows cast in the center during certain times and lightning conditions. The hole leads to a tarpit dungeon filled with undead fauna from long ago, skeletal and sticky and flammable and very angry. Ancient amber and stone magic weapons are for the taking, along with unreal primitive superstructures.

19 – Fox steals someones possession, runs off. Is not careful or as sneaky as they should be – Because they are being led into a trap, the lair of a witch in a cavern.

20 – Scarecrow stalks up, steals name – which means they steal the body – of one of the party members. The scarecrows original name is long lost, the creature that hops bodies on stealing names is named Sharda Noriega – And now the player is trapped in a scarecrow body. The goal is to find this name thief and try to return townsfolk and travelers to their correct bodies. Basically a story of searching places at night and asking people questions and ravens and graveyards and strange madness.

 

 

 

 

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