Monday, June 3, 2013

200+ Random Campsite Events

This is straight up pulled from the amazing thread 150 Campsite Events on the always awesome Paizo Advice Message Board. I found myself looking over this quite a bit, and I realized that it would be easier to just have the list of events. So here it is! Full credit of course go to all the authors, and I have listed them above their posts.  I've made minor spelling and grammatical changes, but it's all essentially their work!

1) The adventures camp at a hay loft in a small barn. During night they are awoken as the barn door crashes open revealing two hill giants entering to steal cattle.

2) During the night, dark clouds gather and heavy rain starts to fall. Everything gets soaked and cold and each PC must make a survival check or be sickened for 1d4 days.

3) One of the watchers notice a small fire through the woods. If the PCs go to investigate they find a small band of outlaws who will share their meat and mead if the PCs act civilized

4) The ingredients in the night's stew turn everyone temporarily bioluminscent.

5) The party settles in. In the morning, they discover they're inexplicably twenty miles closer to their destination then they thought.

6) Another traveller spots the camp fire and comes in to keep warm. He's as suspicious of the party as they probably are of him.

7) Music is heard about three hours before dawn, but no source can be located.

8) The watcher notices a campfire in the distance and as he approaches he appears on the other side of the campsite.

9) The party's campsite is on top of some ancient ruin. If their combined weight gets to or surpasses a certain limit they fall through the roof. They could climb out, but the kobolds inside have a prophecy that their gods will fall from the sky. The party will be treated like royalty, but hopefully learn that the kobolds prophecy involves consuming their god as well.

10) A dancing bear! It will be black and brown and covered in hair. If there is a female in the party, he will smell honey and try to lick it from her hair.

MC Templar 
11) The party wakes in the morning to find tiny sized humanoid footprints crisscrossing the camp, evidently leading to all the bunks, mounts, and packs . . . as far as they can tell nothing is missing or has been tampered with.

12) In the night sky over a distant mountain range, the peaks light up as if some great battle of wizards and dragons is raging at the mountaintop, creating a light show that can be seen for a hundred miles in any direction . . . this has nothing to do with the plot that the PCs are working on.

13) The camp is completely besot by a swarm of crickets, they eat nothing and do no damage, but the noise makes sleep utterly impossible. No rest is gain and spells do not replenish.

14) Around midnight, whoever is on watch makes a Perception check to notice the sound of several small creatures attempting to sneak up on the camp. If not noticed, several 8 to 10 year-old kids from a nearby settlement charge the party with toy wooden swords to "test the group's mettle" (-2 BAB, d2 non-lethal).  It's possible they have mistaken the party for the cause of a more serious problem and are trying to deal with it themselves, and have bitten off more than they could chew. Perhaps they are being stalked themselves by the wandering encounter.

15) Just after the party sets up camp, an old man a few apples shy of a bushel approaches the camp rambling about the horrors he has seen in a war that ended over a hundred years ago. To the first character that addresses him directly, he pulls out an amulet, looks directly at them and hands it over while saying "Good King Barised, as a token of our greatest appreciation for acts of kindness in the recent conflict with our most despicable enemies, please accept this meager gift that our nations may forever be allies."He is in fact just the local beggar and crazy, but the amulet radiates a magic aura. The amulet is of high quality and valuable with an inscription on the back to a neighboring noble. It's also contains a magic trap with a rare and exotic poison for the first person to put it on.

16) Instead of just a standard wandering encounter, there are two of them. They meet just in listening range of the party (or even at the camp) and start to fight it out. Tyrannosaurus vs. displacer beasts, goblins vs. kobolds, ettins vs. wyverns, or something CR appropriate. It's up to the party to decide when or if they wish to attack. How often do PCs get into 3-way battles?

17) A raccoon picks your pocket looking for lunch.

18) Some hunters show up and offer to sell the PCs some fresh dinner rather than their trail rations.

19) A tent blows away in the wind.

20) Some forest creature sends an injured animal towards the party, and uses their treatment of it to decide how it will treat the party.

21) Dryad one night stand (of trees).

22) A flock of different type of owls stop on the branches and stare at the PCs.

23) A crow does a fairly good imitation of a dog from some nearby branches.

24) A druid shows up and points out that there is a much better camp site 500 feet thataway, with a mossy forest floor and a nice thick briar tangle to keep the wind/rain down. Its actually more comfortable and bug free than a cheap inn.

Melvin the Mediocre 
25) A large green head of flame appears in the fire and implores the party for aid (it is a magic mouth like spell from an imprisoned wizard).

26) A large raven lands in a tree in begins spouting ominous prophesies, warnings, or just the word "Nevermore."

27) Wowbagger lands his space ship and approaches a PC. After an annoyingly large number of questions to verity the PC is really the person Wowbagger is looking for, he delivers a long serisous of offensive insults, then returns to his space ship and leaves.

Lincoln Hills 
28) There is a lunar eclipse. When the eclipse reaches totality, a mysterious glow appears behind a ridge of ground several miles away.

29) An enterprising band of rats begin gnawing through the bags containing the party's food supplies. Spell component pouches are also viable targets. If those on watch fail several subsequent Perception checks, the party finds part of its stores gone and risk filth fever if they consume the rest before using purify food and drink.

30) A light scattering of rain (or hail) falls in the night. When dawn arrives, the party sees vast (30, 40' tall) mushrooms have popped up all over the area. As the day goes on, the mushrooms begin to release spores which - though harmless in themselves - give concealment to creatures beyond a 50' range.

31) A large bat skims the campsite several times, before finally settling upside down on a convenient perch. The bat can be attacked normally, but if consulted with Speak with Animals it reveals that its master, a local ranger, died yesterday and it is seeking help in providing proper burial. If offered the position of familiar or animal companion after this service is provided, the bat accepts: further, it functions as if its master was 1 level higher than the actual class level for purposes of determining its familiar/animal companion abilities, due to prior experience.

32) In rocky country, there is a distant rattling of stones late one night. It is followed half an hour later by a cacophonous rockslide, but the area of the PCs' campsite suffers no worse effects than some clouds of dust. If the PCs investigate, they find the rockslide has crushed a band of gnolls who appeared to be gathering to attack their campsite. Remarkably, the rockslide is an coincidence, but the PCs are likely to believe differently.

33) A pair of evil humanoids (choose a tribe local to the area) come running toward the camp, making no effort at stealth or self-defense. If the PCs are caught off guard, or do anything other than spring an immediate attack, the humanoids rush straight through the camp without a sideways glance, although the smaller one is heard to say in crude Common, "Run, you stupids!" The nature of the pursuit is up to the GM; something imposing and terrifying would be dramatic, but something small and inoffensive, such as a pug dog, can be employed for comedy.

Mark Hoover
34) A creature stampedes into camp to stomp out the fire.

35) Gyllivickle, a gnomish tinker, has spotted their camp. He has 1d20 mundane items for sale as well as 1d3 minor magic items. He craves news of the area and will repay it with streams of dirty limericks which get worse by the rhyme.

36) Obscured in a hollow near the campsite are 3 massive, leathery eggs, all cracked and empty but recently laid. In the distance the sound of shattering trees draws the party's attention.

37) A small pool of clean water is found, fed by a spring burbling out of stone. The water is sweet with a tinny aftertaste. Drinking provokes a DC 14 Fort save; failure indicates 1d2 days of the Sickened condition while success grants the PC 30' Low Light vision for 1d2 days. If the PC already has Low Light vision it increases by 30'.

38) A great tangle of trees, brambles and nettles appears to have worked stone concealed amidst it. Working hard for 1hr to clear this brush reveals the ruined remains of a fieldstone cottage; in one corner is an oven similarly overgrown and within it's hoary depths is a charred, female skeleton.

39) A quickling darts back and forth through camp, showing off. He can either be attacked, flattered, or challenged to a foot race to drive him away. If ignored, he makes for any loose gear he thinks he can swipe and get away with.

40) As the party slumbers a weird fog of descends on the camp. The brume is pink and purple, smelling of vinegar and brine. It does nothing to the party and has no obvious effect, until breakfast the next morning. All food rations, stores of water or potable liquids and any other mundane foodstuffs have been soured and putrefied. That's when the giant carrion beetles arrive...

41) A badger decides your backpack is his new home.

42) A spider or scorpion decides to crawl into your boot.

43) Mischievous fey play some practical jokes on the group. For example, they Awaken the group's pack donkey, and now the donkey is very sassy and won't stop prattling on about various minutia.

Mark Hoover
44) A ruin along the road contains runes pertaining to a ritualized form of Endure Elements; succeeding in a skill challenge to enact the right grants the participants the benefit of the spell for 24 hours; failure results in the participants being Fatigued for 24 hours.

45) A tangle of vines sing and sway. They can be attacked but they are 3 assassin vines. Otherwise if they are harmonized with for a few rounds (Perform: sing DC 20) they sway apart revealing a hidden cache of loot.

46) A beautiful song is heard in the distance, from amid a knot of trees; it is too far away for the party to make it out very well but it sounds very alluring. Moments later there's a squawk and crashing tree limbs. This fracas culminates in a blast of flames. Should the party investigate they find the smouldering corpse of a woman with taloned limbs and crow's wings.

Lincoln Hills
47) Distant thunder is heard among the clouds. The thunder increases as the night progresses, culminating in a sudden onset of wind and rain with lightning delivering one shattering crash after another overhead. From time to time, the tiny luminous forms of lightning elementals can be seen playing tag in the thunderheads. Rest under these conditions is impossible, unless magical sleep effects are employed.

48) A character untrained in Survival makes the classic camper's mistake involving poison ivy. Neutralize poison or a good Heal check with the assistance of a healer's kit will prevent the penalties; otherwise treat the character as sickened for 24 hours.

49) One misty night, sinister bestial shapes are seen moving out in the fog. On closer inspection (or after the PCs start blazing away), they are revealed to be sheep.

50) The party tries to make camp during a particularly miserable, stormy night. As they struggle to set things up the weather seems to tapper off. They then notice the trees around their camp seem to have moved, providing them with shelter from the storm.

51) The characters set up camp atop a clear hillock. As they settle in, the night sky is suddenly light by cascades of falling stars. Seen by thousands, it becomes the focal event for numerous prophesies and omens, as well as bringing a hoard of treasure seekers looking for lodes of meteoric iron.

52) An enterprising party of goblins, pixies, or other suitable monster tries to sneak up on the camped STEAL anything shiny they can safely get away with.

53) A hideous cry resounds through the night sky as the shadow of a winged monstrosity briefly blots out moon and stars. It continues onward unless it is attacked or finds large chunks of meat (sleeping) in plain sight. It might attempt to snatch one of the party's mounts.

54) A lonely monster can be heard howling mournfuly or sobbing loudly somewhere nearby the campsite in the night, at the site of some past personal tragedy.

55) A drunken ogre or giant wanders across the campsite and trips over one of the PCs. It is angry at being tripped (as interpreted through the alcohol), but not otherwise necessarily hostile.

Vod Canockers
56) Several deer run past the camp, followed shortly by a bear. All the animals ignore the camp (assuming the camp ignores the animals). (This happened to my cousin while on a trip to Alaska.)

Jarleth Saturday
57) The party awakes to find the campsite covered in butterflies. Treat as a swarm of butterflies that deal no damage but provide concealment to anyone more than 5ft away.

58) At some point in the night kobolds/goblins or other minor monster sneak in and try to steal the party's horses. They flee if confronted.

59) The party discovers that the clearing they choose to camp in is a fairy circle and transports the party to the first world for the night where they encounter various friendly and unfriendly fey. Needless to say they get no sleep.

60) The party camps on the site of a long forgotten centuries old battlefield. During the night the bones of the chicken/rabbit they had for dinner animate as a skeleton.

61) The night passes completely without disturbance, but as the sun begins to rise and color comes back to the world, who ever is on last guard duty realizes that somehow during the night 4 men have surrounded the camp and now stand motionless leaning against trees. It is a local farmer and his three sons who are here to collect "rent" for the party's use of the campsite/

62) A hour before dusk, a chipmunk scurries through the camp, managing to travel over everyone's bed roll even with people in them. Just as dusk falls, a rabbit scurries through the camp managing to travel over everyone's bedroll and waking light sleepers. An hour after dusk a fox scurries through the camp managing to get every bed roll and waking all but the deepest sleepers. An hour later a sheep scurries through the camp ... . An hour later a large dog scurries though the camp... .An hour later a cow scurries through the camp managing to tread on every bed roll and waking anyone not in a magical sleep and doing 1d3 damage from walking. If the party doesn't move camp feel free to use a bison, elephant, dinosaur ... .

63) to avoid sinking into the marshy ground, your party sets up hammocks in some nearby trees--they awake to find that the trees have wandered 1d4 miles through the swamp in a random direction, possibly away form each other.  Possibly they camped in a sleeping treant, or fairies/druids playing tricks.

64) the party wakes to find themselves in the eye of a surprisingly large sandstorm. if they wait it out they find the wind has shifted some of the dust about, revealing a crate of supplies (likely lost by a caravan at some point), if they decide to brave the storm they continue as normal with no ill effects, other than having to dig out their campsite from the sand a bit.

65) an old hermit approaches and ask if he can use their fire to make dinner for himself. if the party accepts, he shares useful information about the surrounding area, granting a minor competence bonus to survival/knowledge (nature). if they decline, he leaves peacefully, not wanting to impose.

66) In the middle of the night, a pack of wolves howl at the moon a few hundred feet from camp. The party sentries certainly hear them, and they could awaken sleepers. The wolves don't bother the party unless provoked.

67) The campsite the party chose had clearly been used a few days earlier (stone fire ring with ashes, etc). Half an hour after the party sets up camp, another group of travelers arrives from the opposite direction, obviously annoyed that the party has "stolen their site." (This actually happened to me once while backwoods camping!)

68) In the middle of the night, a CR-appropriate burrowing monster erupts from the ground in the middle of the campsite and attacks. (e.g. Giant badger, ankheg, umber hulk, etc)

69) The ghost of a person murdered on the site manifests. It asks the party to give its bones a proper burial so it can rest. If the party complies, it shows them the location of a magic item lost nearby. If they refuse, it attacks.

70) The party beds down only to find that no one can get comfy. Sharp stones and lumpy ground prevent any restful sleep. When someone finally tries to "fix" the ground (by removing the rocks, smoothing the dirt, etc. ) they find that they have in fact camped on a mass grave. The "sharp rocks" are dull weapon points and the "lumps" are bits of armor or decaying corpse.

71) (On the theme of mischievious Pixies and Faries) In the middle of the night, any sound the party makes is suddenly accompanied by a visual representation of the sound, as if they were in a comic book. Sleeping members have Z's float from their head, all speech appears in bubbles over the party's heads (even though the party can still hear perfectly), and even the crunch of leaves under their feet is illustrated on boldly colored, appropriately styled text. A short search reveals a tribe of diminutive and infinitely mischievous humanoids has set their sights on the party. The beings are nigh uncatchable, but will leave the party alone in exchange for news of an even more entertaining target (and a few shiny trinkets (oh, and maybe some bread for the journey (And maybe, possibly, some wine to wash it down?))).

72) The PC on watch makes a simple INT 5 check to notice that the stars are positioned completely differently. 

73) The PCs awake in the morning to discover a huge cow-like footstep near their camp. 

74) A strange howling wind makes everybody unreast. Everybody roll a WILL save DC 10 against fear, or no rest is possible that night. In the morning, the PCs find that some large trees have vicious claw-like branches and twisted faces. 

75) During full moon, an object covers 1/4 of the lunar surface for half an hour.

Lincoln Hills
76) A pack of feral dogs are attracted by the smell of the PCs' food. They are unfriendly rather than hostile; nevertheless the guards can see hungry eyes peering at them throughout the night. After the PCs break camp they will see the pack nosing around the site for anything remotely edible.

77) Late at night, the distant flap of leathery wings can be heard. Low-light vision will reveal two dragon-like shapes seemingly pursuing each other in lazy loops over the countryside. A Knowledge (arcana) check can reveal that courting wyverns generally engage in a mating flight; they are unlikely to take an interest in the camp.

78) Muffled, cheery singing emerges from the ground underneath the bedroll of one of the party members. Should the party peel back the sod underneath the bedroll, they find a warrior's bones and an axe of greenish metal set with small teardrop-shaped orange stones. The axe is the source of the song: it is a jolly, joking soul with a penchant for song. While the axe's powers (scaled by party level) are useful, it has an unfortunate tendency to sing softly when the party is attempting stealth, make blunt remarks when diplomacy is called for, and tell dirty jokes at court. This is not out of innate evil, just callous thoughtlessness, but this thought has been of little comfort to the axe's many previous owners, all now deceased.

Bill Kirsch
79) Hail storm! Those under the open sky take 1d4 points of subduel damage (or real damage if the hail is particularly large) per round until they seek cover (like a tree or that strange ruin they decided to ignore until morning when they would get all their spells back). Particularly fragile items left on the ground may get damaged or broken. And of course, the mounts will break free in order to seek shelter, requiring someone to go round them up after the storm.

80) Numerous frogs and crickets serenade the party throughout the evening, until suddenly there is a large splash and the entire wetland surrounding the campsite goes ominously quiet.

81) Suddenly there is a flash of light as bright as day and a large metal chest comes tumbling into the camp. Opening the chest (which is latched but unlocked) reveals the amazingly well preserved of some poor adventurer who crawled into the chest and suffocated. The loot on the body consists of an explorer's outfit, a distinctive brimmed hat, and a whip.

Lincoln Hills
82) A distant cantering is heard, and two travelers on severely fatigued horses appear coming along the path at top speed. They pull up next to the fire, and offer to trade the PCs their horses plus a good-sized pearl in return for the two best mounts the PCs care to part with. They are sincere, but extremely evasive about the reason for their haste, and perceptive PCs may note that one is keeping a hard leather satchel at his side very protectively. If the PCs will not trade, the two travelers - with many hard words - guide their weary mounts onward. Half an hour later, a mounted patrol from a nearby town - mistaking the PCs' campsite for that of the thieves who just stole a secret map from their lord's archives - attack their camp: since none of them saw the faces of the thieves, they have no reason to recognize that this is a case of mistaken identity.

Mark Hoover
83) While hunting up firewood for camp one of the PCs stumbles across a pit in the ground; a boar's carcass a few day's old rots here. Returning to camp several other, natural traps have been triggered recently before the arrival of the party. There are spiked branches, swinging logs and a stone that was dropped from the canopy. Some of these are coated with a weird, greenish blood that glows. Searching the area with a DC 20 Perception check reveals a strange alien-shaped helmet which keeps whispering the phrase "anytime" and then laughing loudly in a deep, throaty voice.

84) Several of the surrounding trees have lover's symbols carved into them. If the PCs seek out more or show interest in them, the next one contains Sepia Snake Sigil, Explosive Runes, or another writing-based trap.

85) While searching for a campsite PCs find a skeleton in a cold-iron cage, hanging from a dead tree.

86) A pond near camp is surrounded by cattails; each of the stalks has a golden ribbon tied to it save one.

87) An old runestone scorched by lightning can be seen. It radiates no magic yet, as the sun sets across its face, blood-colored "tears" channel through the sigil into the wet ground.

88) Several crows feast on the corpse of an old man in robes with several items usually associated with wizards (a wand, spell components, a spellbook). If the scene is investigated the crows circle, forming a Murder of Crows (swarm) and attack. If they are left to their own devices however, upon finishing their hoary feast they circle into the form of the man's face in the air; the fluttering visage warns of a coming plague.

89) A traveling circus happens by. They entertain the party for money. If they are well treated and tipped they smile and move on; if not they set up an ambush to rob the PCs.

90) The logs the party burns turn the fire crimson and violet. Any who inhale the fumes must save against a mild poison. Close inspection of the wood reveals a rare fungus that is highly toxic and worth a good deal of money in the black market.

91) A sudden flash flood has carried for miles to arrive at the party's campsite at this very moment; unless specifically protected against all of the party and their gear is waterlogged.

92) the person on watch/the sleeping party see a bolt of lighting hit tree a few yards away the tree is on fire and there is a war hammer lodged in the tree anyoen touching the hammer takes 1d4 fire damage, the hammer cannot be lifted except by a dc 35 strength check.

93) While setting up camp a group of travelers asks to share the site with them for the night. If the party refuses nothing happens, if the camp is shared the group of travelers dies in there sleep. Upon inspection of the bodies the party finds evidence that one of the men is a prince from a neighboring kingdom.

94) When the party sits around the fire they are surprised to find out that the log they are using as a seat is grumpy and doesn't like to be sat on.

Honorable Goblin
95) While the party is sitting around the campfire, a feral-looking canine sprints from the bushes on one side of camp, leaps over the fire-pit, and dashes off into the woods opposite whence it came. A moment later a lithe humanoid dressed in dark earth-tones and carrying a glowing bow leaps from the same bush and fires in the direction of the canine. He scoffs, "Damn," (apparently missing)and sprints after the beast, ignoring the party.

96) The party finds the long-cold old campsite of a group of clerics of Lamashtu. There are stick figures and effigies hanging from the trees, but it's a well-hidden site. If the party rests there, their tents become animated and start wandering around the landscape making hyena noises. The bedrolls become animated and start making rattling noises, like rattlesnakes.

97) A nearby tree turns out to be a powerful and grumpy treant shedding his acorns. He will not let the party sleep unless they tell him a good story near the campfire.

98) The party watch sees a lone man, jogging at night across the road. He wears a rabbit mask and explains that he's in training. Something feels vaguely uncomfortable about him. If a party member with the endurance feat runs with him for a spell, and can keep up, the Jogging Man hands over his rabbit mask, which operates as Boots of Springing and Stepping but in the headband slot.

99) The party comes across a large stack of wood perfectly prepared to create a roaring inferno of a fire. There are asiatic lanterns hung in the trees. A DC30 perception check reveals ritual lines carved in the rocks nearby, they are very ancient. If the PCs are foolish enough to light the ritual bonfire to use as a campfire, it summons a Fire Oni that proceeds to march towards the nearest settlement in order to burn the place to the ground. Despite all contrary evidence, the Fire Oni believes the PCs are ancient and powerful evil fire shamans. Despite this, he won't listen to any orders from them.

101) A stranger camps with the party. In return for their hospitality, he tells them a story. The party finds itself in the story. Placing PCs in the "wrong" parts could be played for humor.

 Lincoln Hills
102) A distant light appears and begins to approach the campsite. Once it's quite close the PCs get Perception checks to realize that it's not a carried light, but a Small fire elemental. Called inadvertently to this miserably cold and moist dimension, it has been wandering the wilderness for days, setting a number of minor blazes; it has mistaken the campfire for one of its own kind. Seeing its fellow 'held captive' by squashy meat creatures, it attacks the PCs. If the PCs follow its trail (a very simple Survival check), they'll eventually discover a cavern temple inhabited by members of a fire-worshipping cult.

103) While camped in the woods in spring or autumn, the person on watch abruptly realizes that falling blossoms (in spring) or leaves (in autumn) are swirling around, and occasionally coming to rest on, an invisible Medium-sized figure just within the range of visibility. The unseen investigator panics and bolts if the alarm goes up.

104) (With apologies to Serpent's Skull): Late at night, when the fire is just embers, the partially eaten carcass of a herd animal falls from the sky into the camp. All that follows is the distant fluttering of wings far overhead.

105) While gathering fuel, one of the party picks up a dead branch and disturbs a hornet's nest. Treat as a 2-HD swarm which inflicts poison damage (4 rounds, Fort 12 or 1 Str damage, cured by 1 save). If the party cannot disperse the swarm they will have to abandon their planned campsite and all their gear, and stay away from camp until night has fully descended and they can slip back without rousing the hornets again.

106) While casting about for a decent place to set up the camp, the PCs come across a level patch of ground with very little undergrowth. Although this site was hallowed a couple centuries before, the wooden shrine that was once on the site is long absent. All creatures in the area benefit from magic circle against evil and death ward, but unless the PCs are attacked that night or employ magic-sensing effects while on the site they might not even realize it.

Mark Hoover
107) The PC on watch spots a pair of leaves falling from a nearby tree. There is also an audible fluttering but nothing obvious to the senses. A Perception (DC 15) reveals a sprite merily dancing with the leaves on their way down. When they hit the grass he lands gracefuly, bows then disappears into the underbrush.

108) A randy member of the oppisite gender to an Animal Companion, Familiar or Mount of the party has decided that the time is right to "Make their move."

109) Scouting for a campsite the PCs notice stones piled atop one another in a clearing. Soon they see another such pile. They also begin to notice wicker figures and chimes of bones tied to tree limbs. Finally, near a body of running water, they find a huge, flat rock at the water's edge showing old blood stains and a pair of rusty manacle housings.

110) A young girl with a fanciful swallow on her shoulder asks to join the party's camp one evening. She seems a fine enough companion and she offers some of the liquor in the gourd at her side. She claims to be Biddle, a simple woodland girl. If the party allows her to stay nothing untowards seems to happen and she even tells some stories about the area to make their travels easier (+1 Competence bonus for the next day's Survival checks). In the morning, regardless of PC watches she's gone w/out a trace. Moments after camp is packed up an inquisition arrives hunting a dangerous witch wanted for the disemboweling of 3 townsfolk. She apparently makes wine with the offal and imbibes it from a gourd to aid her powers. The Inquisitor's description matches that of Biddle.

Lincoln Hills
111) One night shortly after midnight, there is a very faint earth temblor - a tiny quake that doesn't do much but shake the foliage and jar the PCs awake. This is not particularly unusual, of course, but the exact same thing happens shortly after midnight for the next four nights as well.

112) A migration of luminous beetles (use Fire Beetle with the Young template if it becomes important) sweeps overhead shortly before dawn. A few dozen of these beetles land near the campsite, crawling over everything and eating anything immobile and edible. The creatures attack only if attacked, and should a means to cage them be at hand - or improvised - they can be employed (or sold to NPCs) as 'living lights' roughly as powerful as a candle.

113) In the midst of a downpour one rainy night, giant frogs hop up from the nearby riverbank. They will opt for the smallest party member, or a familiar, as their first target. Fatigue and the usual penalties of heavy rain complicate the fight, although since the frogs make no effort to concert their strategy, the PCs should still have little difficulty.

114) The PCs note a distant spearhead-shaped light in the sky. This comet will be consistently visible for many nights to come; although it is not significant to the immediate adventure, it will eventually become significant - a new doomsday cult regards the comet as the approaching chariot of a being from the Dark Tapestry.

Aziza Plumbockett
115) After a quiet night spent under the stars, one of the PCs is awakened by something wriggling under their legs as they stir. A venomous snake, spider or other creepy-crawly has decided that the warmth of the PCs bedroll makes a nice retreat from the cold night air.

116) During the night, the local fey play mischievous but harmless pranks, such as sewing someone up in their bedroll, painting everyone's face blue with berry juice, or dropping dead mice down the back of whoever is awake and on watch. The constant annoyance prevents anyone getting a full night's rest.

117) PCs find a rope, seemingly hanging from mid-air. It is an active rope trick spell and will last another 11 hours after the PCs find it. There is nothing inside.

118) PCs accidentally trigger a waiting magic mouth, which states in the voice of a harried-sounding old man. “My friend, if you are hearing this, it is likely too late for me and the daemons have found me. The command word is “veris atunkeh”. Raise a glass in my honor on Midsummer’s Eve and know that I go to my grave knowing that you will carry on.” The magic then fades away forever.

119) PCs are in the wrong place at the right time and receive a sending spell. “Our agreement is in jeopardy. The Red Mantis will visit your family if you don’t tell me right NOW what I want to know.”

120) PCs are approached by a young boy in some panic and disrepair. His sister has been bitten by a poisonous snake and sent him to get help. She is 1d4+1 hours away by the boy’s pace, but if the PCs have someone with swift tracking or the ability to get to her magically she is only an hour away via direct route or by magical flight. She is taking 1d3 con damage/ hour and has 1d6+2 con remaining when the boy finds the PCs.

121) PCs notice a glint in the firelight of the campfire. It appears that a metal chest containing 15 silver pieces in ancient silver coin was buried in their fire pit. Inside is a weather-worn scroll that reads “As agreed, half now, and half upon delivery of the oracle” in a very old script. The box has apparently been there for years.

122) A local pet sees the camp and comes to investigate. It is friendly and will eagerly accept any food it is given. If the PCs return it to the owner, a nearby hermit, he will be so appreciative of the return of his only friend he will give them a masterwork tool or 1st level scroll that they may find useful. If they leave without seeking out the owner, the animal will follow them for 3d4 miles before falling behind and perhaps becoming lost for good.

123) The PCs find an old shrine decorated with crumbled but still beautiful statues of a certain type (d4: 1=women, 2=men, 3=hermaphrodites, 4=a non-human race of the DMs choice) around a fountain that still bubbles with bright pure water, with a small horde of coins at the bottom of the fountain (DM decides how much). Attempting to make wishes by dropping money in, nothing happens. However in the morning anyone who has touched the water has transformed into whatever the statues represent (if women that gain +2 dexterity and charisma, if men +2 strength and intelligence, if hermaphrodites +2 constitution and wisdom, if non-human, they gain the attribute bonuses of that race). If the afflicted drop their coinage (DM decides how much), they will revert back in 24 hours and lose the bonuses they gained.

124) As above, but the fountain is decorated with animals and appears to be druidic in nature. Any animals drinking from the water become permanently awakened.

125) As above, but the fountain heals wounds and restores lost attribute points and negative levels overnight, unless money was withdrawn from the fountain in which case they do not heal at all for resting.

126) As the party set up camp, they hear a hunting horn in the distance and the baying of hounds. A white hart races through their camp, pauses and says in Common: "Please don't let them catch me!" before racing on. 2d6 rounds later the huntsmen and their hounds appear (they are Evil, whatever they are). If they prevent the huntsmen pursuing the hart, it provides advice for them on their quest, truthfully and completely answering three questions. After the third is asked it can speak no more, but will lead the party to an item that can aid their current quest.

127) An old knight (cavalier) rides up as the party are setting camp, and asks to join them. He is formidable but amiable, and appears to be hunting a magical beast he can never catch.

128) As the party set up camp a particularly bold creature (animal, monster) approaches the camp, acting oddly. if the party do not kill it the creature manages to scratch 'help' into the ground. It's been transformed, but who or why or how it can be helped is up to the DM.

129) Three deities appear out of nowhere and squash the PCs into a thin, meaty paste for daring to camp.

Mark Hoover
130) 3 men, garishly dressed in matching rhinestone costumes and wide-brimmed round hats, arrive at the edge of camp. They gyrate in unison delivering some kind of ritualized greeting. One of them, calling himself "Lucky" asks the party if they know the way to the "Singing Bush." Regardless of the PCs' answer the 3 friends hurl themselves into the saddles of their horses and ride off.

131) The PCs all fall asleep and dream of being a group of fellows, playing a game around a table using dice, books and their own imaginations. A dark figure in a long coat and black, reflective glasses looms in the corner. When the party turns to regard their "host" he proclaims: " the REAL world." and then they wake up.

132) Somewhere in the distance after nightfall the party hears an ominous, echoy voice utter the words "Klatu! Verata! Nictu!" followed by a long string of other nonsensical words. There is a sudden force; a PRESENCE in the woods around them; the trees buckle and this force seems to pursue the party, shattering trees and heading straight for them. Should the party attempt to run they spy a tentacled tree with a sinister, gaping maw, an undead woman dancing with her own decapitated head in her arms and the force EVER at their heels. Up ahead they spy a cabin...

Devastation Bob
133) Shortly after setting camp in an out of the way wilderness location, the party needs no perception check to notice a bedraggled, wild-eyed man burst noisily out of the bushes. "What are you doing here?!!!" he wails, "The moon...the MOON!" He runs off into the woods making inarticulate growling noises. It is a full moon. (He thinks he's a werewolf.)

134) In the middle of the night, two small humanoids dressed in green and blue motley and carrying large sacks will run around the camp. Attacks do no damage, but for every strike, a red healing potion is knocked from the sack of the green humanoid, and a blue potion is knocked from the sack of the blue. The blue potion will replenish the last spell cast for any spellcasting class, but must be drunk immediately following the casting. They are nimble little buggers though, and will disappear once three potions are distributed. If the players return to the campground or mention the occurance at the next town, Lawyers will appear bearing cease and desist orders.

135) the pcs awaken to a triggered alarm spell. They find nothing. Did they even set an alarm spell? As the party settles in to sleep, the character with the lowest will save is targeted with a sleep spell. From this point:
    A- all loose gear is taken and buried outside the camp. Perception or survival (track to find it).
    B- any familiars, pets, companions, or small sized party members have been kidnapped and hog tied up the trail a ways.
    C- breakfast is made and all bags are packed and saddled with a note left behind saying their security needs work
    D- the "alarm" triggers again a couple more times throughout the night

136) somebody talks in their sleep...

Mark Hoover
137) While moving up the road in an area of wilderness the party happens upon a boy with a peg leg calling himself "Nart." He offers them some minor magic item at a terrible price. If asked where it came from, he claims he "snuck into" a dungeon nearby.

138) A herd of wild cows stands on the side of the road; one of them wears boots. Beneath the cow costume are a pair of goblins, one of whom identifies itself as "La Trine" in a thick accent.

139) PCs awaken in the morning to find their campsite and the path out lined in skulls; each has a sigil drawn in soot on the brow. None of them radiate magic.

140) The sound of music can be heard from the surrounding hills, which are alive.

141) The second PC on watch hears a sound in a nearby tree. Glancing up into the dark the PC notes a cat with an ENORMOUS grin, too large for its body, lounging on a branch. The cat chats inanely and speaks in riddles; after a time it turns invisible save for the grin, which slowly fades. If attacked the thing goes completely invisible and flees.

142) The PCs note on their way through the area that this is an area of recent battles and skirmish. Knowledge: Local or History (DC 10) reveals that wizards and rangers were employed on one of the sides to control the battlefields in such skirmishes. If the party continues without much preparation or caution, their path wanders into one of these "controlled" fields; dozens of concealed traps were left behind from the conflict. These traps are CR appropriate; simple covered pits to elaborate crop circle-style explosive runes.

143) Passing through a marshy area the PCs hear music; something to do with a "Rainbow Connection." Sitting on a log in one of the bogs sits a grippli with a stringed instrument singing merrily.

144) The party begins noticing signs, painted poorly on broken planks, and written in common. They state: "Spooky Forest" "Keep Out" "Turn Back Now" and "This means you". If the PCs don't leave, a final sign says "I warned you". Insert whatever encounter you'd like.

145) As the camp settles in for the night a series of crashing sounds draw ever closer, culminating in a creature roughly the size of a hill giant but with purple skin and wearing torn and ragged green pants dropping out of the sky into the middle of the site. It screams "Bulk CRUUSSSHHHH!!!" and slaps its hands together; this attack counts as a Bull Rush attack against the entire party (CMB +20). Anyone affected by the attack must also make a DC 20 Fort save or be knocked prone. The creature then roars "Puny People in funny clothes: LEAVE BULK ALONE!!!" and with that the purple menace leaps skyward as if it could fly (this leap carries the creature 3 miles). An hour later a troop of soldiers from a neighboring settlement arrives, chasing the creature; their leader is a grizzled old warhorse named Thunderbolt Voss.

146) Having set up camp in underground caverns, the party is completely surprised by a sudden breach in an underground river (perhaps some time before, they noticed a faint murmur behind a thin wall). Extinguishing the campfire and leaving them in the dark, soaking the party, the room quickly starts to fill with water. Several ways to make it more interesting:
    A - perhaps the water isn't lifeless, but contains fierce underwater adversaries.
    B - perhaps the breach was caused by a light earthquake, which also opened up a new cavern in the ceiling, through which air is escaping - and so may the party!.
    C - perhaps the camp isn't in an isolated cave, but instead the water rushes the party down a dangerous corridor or into a pit.

Devastation Bob
147) In the middle of the night, a screaming gnome ranger runs through the camp, swiftly pursued by an enraged giant skunk he horribly botched a wild empathy check on. If rescued he may award the party some minor magic item/potion for their efforts on his behalf. If the party helps the skunk there will be no reward except for a face full of hot stink.

Lincoln Hills
148) Unable to find a decent campsite while crossing the desert, the PCs have had to make do with a hollow in the dunes. A terrible two-day sandstorm strikes; when the winds fade shortly before the third dawn, the PCs discover that they are now encamped on the roof of an ancient ruin exposed by the withdrawal of the sands.

149) During a midwinter encampment, the PCs hear a strange rumbling-and-crunching in the distance and cries of "hup! hup!" Before long two bands of goblins appear in the middle distance, each straining with all their might to enlarge snowballs which are already over twenty feet in diameter and have incorporated several stones, shrubs, and careless goblins into their mass. For reasons obscure to a non-goblin, these two rival goblin bands have decided to settle a dispute by seeing who can create the largest snowgoblin, and things got a bit out of hand. Each band cries out to the PCs to come help them (they may be evil, but they really need more people Aiding Another on this Strength check): needless to say, taking either side results in a goblin-against-goblin battle royale in the snow with the PCs stuck in the middle.

Mark Hoover
150) 2 words: Rot Grubs

151) The night passes peacefully, the PCs sleep well. Damn it, I guess that's one too many...

Mark Hoover
152) PC's find a Diminutive blue humanoid in white clothing on the ground as they're scouting the site. "That cat...finally stopped toying with us...warn, the, LA, la" it gasps before expiring.

153) The PC on watch spies a shaft of moonlight filter down, onto something obscured by distance and flora, but despite these complications whatever the light is hitting glows preternaturally.

154) A spectacle of uniquely beautiful butterflies arrives at dusk and settles on one specific tree or perch, ignoring all others.

155) Giant honey bees hum through the area, searching for a field of massive flowers just beyond. They ignore the party unless provoked or the PC is brightly colored.

156) In the midle of the night a strange colour descends from the sky, shining with greenish blue hues. When it senses the PCs, it glows redish-yellow and charges the resting PCs. It doesn't attacks in a proper way, but when it touches the PCs they must save FORT DC 15 or take 1d2 STR damage. The colour occupies 4 squares in any direction and format. Only force spells can halt the colour (like incorporeality). If it receives 5 points of damage from a force effect, it withdraws to space.

157) The night goes troubled for the PCs, with dreams filled with terrible nightmares. In the morning, the PCs note that the last PC on guard looks different: spooked eyes, the hair is more whitened (as an effect of aging) and he seems unaware of his surroundings. He doesn't remember anything for last night, but is fatigued.

158) As the players begin to fall asleep they notice a meteor shower in sky. Any player making a DC 20 survival check will realize that the meteors will impact about 2 miles from the camp. If the players investigate they discover that the meteors are actually monsters which have been frozen in ice and fallen from some great height. Although the monsters mostly have died from the freezing and impact, there are two very badly injured trolls among the menagerie and the players have an opportunity to kill them before they grow too strong. If the players do not investigate several hours into the night one fully regenerated troll (he took out the other one) attacks the camp.

 Lincoln Hills
159) The camp attracts the attention of cows. Every hour, 1d4+1 more cows arrive, until the entire herd of 28 cattle is milling around the edges of the camp in their bovine way. Shortly after dawn, an irritated rancher appears and asks the PCs to help him get the cows back through a hole in their fence. The amount of money he offers for the help is fair by his standards, but quite insignificant to adventurers accustomed to piles of gold.

160) One of the horses slips its tether and wanders into the night. An hour or two later it ambles back into view and placidly allows itself to be recaptured. In actuality, the "horse" that came back is a mimic; concerned that its disguise might not hold up in daylight, it waits for a character to mount, activates its adhesiveness and races off at a full gallop, taking full advantage of its mutable shape to evade pursuit while carrying its victim along.

161) The heat of the fire causes an egg-shaped stone at the fire's edge to crack audibly: on opening, the PCs discover that the interior is a geode with 1d4 gem-quality, uncut quartz or amethyst-stones inside. The usual rules for polishing and cutting gemstones can be used to raise these stones to full market value.

Darigaaz the Igniter
162) Somebody talks in their sleep, And it's actually the verbal components to the highest level spell they still have prepared/know. Target and cause for the sleep-casting are up to the GM.

163) The campfire becomes a tiny fire elemental and begins snarking at whoever is on watch. It probably won't attack unless attacked or attempted to be put out.

164) A panicked goblin rushes in and puts out the campfire before running away screaming.

165) A Dryad slaps one of the PCs for breaking a dead limb off of her tree.

166) A Graveknight enters the camp and begins whistling a cheerful ditty as he roasts some marshmallows for s'mores. He attacks if the PCs don't have chocolate.

167) A pixie uses a twig that's smoldering at one end to poke another pixie. The two proceed to have an argument that swiftly devolves into a slap-fight, which then takes the rather odd turn of who's better at esoteric trivia from other worlds, before they start having a pranking competition, using the PCs as impartial judges.

168) The BBEG strolls through camp whistling. He is naked as the day he was born. If the PCs are awake, he only gives them a simple howdy-do before continuing.

Mark Hoover
169) a brownie sneaks into camp, risking the PC on watch seeing him. If he is seen he flees; the encounter is over. If not, he makes off with ALL the liquor the PCs have (again; until he's spotted). Should he manage to swipe every last drop, he turns invisible and then expertly mends every rip, tear, crease and loose button on every piece of gear the PCs have. He also leaves behind a fantastically crafted Small sized wooden mug. It's shaped from Darkwood, Bloodoak, or another valuable wood in the setting; it is braced with a pair of beaten copper rings and handle. The handle is shaped like a beautiful woman, scantily clad, her lips fairly parted with her eyes closed. Should anyone blow into the mouth the handle makes the sound of a Wolf's Whistle. The miniscule tankard is considered a masterwork for the purposes of enchantment.

170) Soon after dark a disgusting smell rises from a nearby pond. A DC 15 Perception check reveals that the stench is emanating from a runestone just breaking the pond's surface and concealed by thick reeds. Removing the cattails to fully uncover the stone forces a DC 16 Fort save or the victim is Sickened. The stone also bears an oddly placed quartet of runic eyes etched on it's surface and seemingly aglow with some dull inner light. The stone generates heat roughly the temperature of body heat. Soon after uncovering the stone whispers chaotic thoughts into the minds of all assembled. Should the party strike the stone a gout of black, sap-like ichor sprays from the wound, quickly becoming tendrils like webbing (attacker must make a DC 16 Ref save or become entangled). Those entangled take 2d6 acid damage every round they remain in that condition. The stone is actually a Iathavos Qlippoth called Proteavosc; it is spiked in place by a cold-iron spike blessed by an avatar of Pharasma; it only survives in this state by use of it's own imprisonment power on itself.

 Lincoln Hills
171) The PCs encamp near a small pond with a highly reflective surface. During the long slow watches of the night, each PC gets a Perception check to notice that his reflection in the pool is acting several seconds prior to the actual PC's shifts, paces, and so forth. This effect - the result of some naturally occurring divination magic - is eerie but helpful; a guard keeping an eye on the reflection gets +20 to Perception checks to avoid any surprise round on encounters that night.

172) The PCs make camp and begin settling down for the night. Unfortunately they happen to be on the belly of an huge giant that is a thousand feet tall.

Aziza Plumbockett
173) After finding shelter from the wind and rain in the lee of a bluff with an overhanging rock-face, the party sets up camp and nominates sentries as usual. During the night each sleeping PC has the same dream, involving a savage yet beautiful woman wearing ancient tribal regalia, who stares intently at them across a campfire as she speaks in a long-forgotten language. The next day the storm has cleared, and as they each compare their dreams, the morning sun falls full upon the rock face nearby, revealing a panoply of faded, ancient rock-paintings depicting some sort of shamanic ritual.

Vod Canockers
174) A large rabbit bounds through the camp before anyone can react. A faint voice is heard, "Oh dear! Oh dear! I shall be too late!" Following the rabbit is an easy DC 11 survival check, and leads to a large hole in the ground. The PCs can enter if they wish.

Mark Hoover
175) After an exhausting search of the tangled thickets and fungus-infested hollows that passes for a forest here, the PCs find a nice patch of dry, flat ground. Said ground is in fact a group of mimics making themselves appear as carpets of sod.

176) If the PCs are foraging or hunting they come across a patch of rare, wild mushrooms. Knowledge: Nature or Survival DC 18 reveals them to be Vittlebox Sorrels; not only edible but a delicacy. They have a coffe like flavor which is at once bitter and sweet. If the PCs harvest any and eat them, roughly an hour after dinner they hear loud grumbling as a trio of vegepygmies tromp to the edge of camp and begin hurling mud and obscenities.

177) As dawn breaks a lone crow arrives over camp. As the sun rises, each minute 1d6 more arrive until the area is teeming with them, cawing and waking the entire party. The rest of the day's travel the murder of crows seems to keep pace with the PCs until they either destroy the swarm or cross a stream several miles away.

178) A trio of sprites have gathered several kinds of small, thin pine cones and enjoy how they explode when fire consumes them. They choose midnight to sneak in, put them in the coals, then stoke the embers to have their fun. The PC on watch must roll a DC 20 Perception to notice the prank; otherwise as the sentry's attention is elsewhere sudenly the fire sputters, flares, and explodes loudly for no reason, disturbing the whole camp.

179) As the party is bedding down for the night a wild dog runs up to the edge of camp. It barks insistently, as if pleading with the party. Should anyone cast Speak With Animals it turns out that "Timmy" is stuck in the old well and the dog is looking for help.

180) In the last rays of sunshine as the PCs are still setting up camp a sudden rumbling alerts them. A lone fox darts into camp, looks one of the PCs dead in the eye and screams "Run for your life! They're CRAZY and they're after me!" it then turns and sprints off unless restrained in some way. The rumbling is now accompanied by the sounds of horns. Moments later a herd of centaurs dressed in red coats, tiny hats and accompanied by several Small sized tauric dog-people tramples through camp; one of them shouts out "Tally HO!"

181) The party find a strange building made apparently of very thick leather. It has no door, just an opening into a single large room, with five short passageways leading off, ending in dead ends. In the morning the ground shakes as a giant comes looking for his glove...

Mark Hoover
182) Foraging in the area of camp one of the PCs finds an ossuary; a small shrine crafted entirely of human bones. This ossuary is like a shelf built into the side of a stony hummock. Close inspection reveals a number of religious symbols - the thing is a marker for a war grave left behind by the Pharasmin.

Aziza Plumbockett
183) Upon making camp and assigning watches for the night, one of the sentries will eventually notice (Perception DC10) something metallic glinting in the moonlight or light from the campfire nearby, possibly under some brambles or in mud at the edge of a pond, depending on where the PCs have camped. Upon inspection the glinting object proves to be an old brass lamp, miraculously uncorroded by age and etched with arcane symbols, and will detect very faintly of magic. Rubbing the lamp elicits no reaction however. The faint magic is the result of a Magic aura spell made permanent upon the item by a huckster magician, who sold it to a foolish adventurer years ago as a 'genuine wishing lamp'. By the time the adventurer discovered the deception, it was too late to catch the huckster, and the fake 'wishing' lamp was thrown away here in disgust.

 Lincoln Hills
184) An unexpected windstorm seems to sweep up out of nowhere. PCs using blankets and bedrolls in the open have a 75% chance to lose these items as they are whisked off into the sky, while tents have a 60% chance of collapsing and a 10% chance that part of the tent simply tears off. Flying bracken and bits of greenery forces everybody to shield their eyes: coals are hurled from the campfire and anybody who was downwind of it has a small risk of catching on fire (as do any piles of unattended bedding or other flammables). The ferocious gale drops in strength after a few minutes, but the wind continues strongly for the rest of the night, and the chance of an encounter with some out-of-control flying creature is doubled for any checks made that night. Only determined investigation by the PCs will reveal that this gale was the side effect of a control weather spell; the PCs were not within the area proper, but sudden changes in air pressure brought on by the spell caused uncontrolled freak winds all over the area.

185) While gathering firewood, a PC unexpectedly encounters the rare dire phasmid (walking stick); although ordinarily a peaceable type for a giant bug, it objects to being picked up.

186) During the day of travel prior to camping, the PCs meet travelers on no less than three occasions - all females, traveling in ones and twos. After moonrise, a bonfire starts to burn a couple of miles away. A great drum begins to pound, and male characters feel a trembling, as if a magical compulsion were at hand but no commands were forthcoming: female characters feel no such influence. Cautious investigation reveals that a great moonlit sabbat is in progress, with hags, mortal witches and even a witchfire in attendance. The great drum, made of a giant's skin and played by a night-hag freshly arrived from Hades, is a magical lure ordinarily used by the hags to summon meals/potential husbands; however, its magical properties are not being used at the moment, so there's no more than the sense of uneasiness already noted. Unless the PCs are ready for a fairly epic struggle, they may wish to quietly creep away again.

187) A ball rolls through the middle of the camp followed a few seconds later by some strange metal contraption that is bouncing along after it. Light emits from its head and wiggles like a small dog wagging its tail when it notices the PCs before it goes bouncing off again.

188) A group of squirrels enact King Lear in the branches of a tree at the edge of the camp.

189) A group of Pixies enact Romeo and Juliet, as a slapstick comedy.

190) An ogre strolls into camp and asks the party if they have any recipes they'd like to share. (He's actually a charming fellow and a really good cook.)

191) A small owl flies around camp before settling down on one the PCs head. All he says if Speak with animals is employed is "hoo."

192) A dimensional door opens beneath one of the PCs, draging him in an instant, in front of his terrified comrades. The PC rolls a save for FORT, REF and WILL, all of them at DC 15. Seconds later another rift opens and the PC emerges 1d10 years older. For each succesful save, the PC has a cumulative 25% chance of gaining a level. For each failed save he adds another 1d10 years to his age. The PC has distant memories, like those of a dream.

 Lincoln Hills
193) A distant smell of roasting meat and vegetables comes to the nostrils of the PCs - far better fare than the PCs have been able to enjoy on the road. After considerable searching, the PCs track the appetizing scent to a tiny hole in a nearby cairn of stones. A door about eight inches tall is built into one side of the cairn. If the PCs attempt to parlay with the occupants, the GM can make the cairn a home to brownies (if feeling benevolent), mites (if feeling cranky), or pugwampis (if he's secretly hated the players for years.)

194) The forlorn call of a horn echoes across the landscape in the coldest, darkest hours of the night. It is answered by a similar horn of different pitch, from another direction. Though this might cause the PCs to experience some tension, the horn-blowers do not attack... at least, not that night.

195) While encamped in a highly enchanted or haunted region, the PCs see the open approach of a solitary figure in antiquated armor. He hails the camp and says he seeks directions. In antiquated Common, he introduces himself, identifies himself as a legionary in the third regiment of Regent (Name Here), and says he got lost in the mist. A knowledgeable historian in the group can determine that this man is really lost: his home kingdom hasn't even existed for over 300 years. While the PCs are likely to suspect a lie, a trick, or at least that the man is a ghost, he really is just what he seems.

Vod Canockers
196) It rains... frogs. (Or other small aquatic animals.)

197) A tall grey anthropomorphic rabbit pokes his head out of a hole that just appeared. He asks " Eh, pardon me, sir, but could you direct me to the shortest route to the Coachella Valley and the big carrot festival therein?" No matter what the answer he then says " Hmm, I knew I should've taken that left turn at Albuquerque." Then quickly disappears back down the hole, which collapses behind him.

198) A human male with an overly large, bald head walks into the party's camp asking, "Where is dat wascolly wabbit?!"

199) A black anthropomorphic duck sneaks into camp and grabs the most expensive piece of loot the PCs have obtained and keeps going, "It'smineminemine! You hear me! All mine! I'm a happy miser."

200) A miniature tornado tears through the surrounding forest before stopping at the edge of the PCs camp revealing the source to be a badger spinning at improbable speeds.