Sherwood Encounters (d36)

Some encounters inspired from the 1987 game book, "Robin Hood Adventures".
These have been paraphrased and made generic, so they should work fine for any medieval fantasy setting.

d36 Result

1

A 10-foot tall standing stone has been decorated with candles, bowers, and crude figurines. It's the resting place of a martyr from a nearby village. The villagers regularly make short pilgrimages to the stone.

2

A 10-foot tall standing stone has been decorated with candles, bowers, and crude figurines. It's a meeting place for a secret but harmless cult of nature-worshippers. They gather at the stone during the full moon for a simple ceremony and celebration.

3

A 10-foot tall standing stone has been decorated with candles, bowers, and crude figurines. The stone has become an idol worshipped by a group of evil cultists from a nearby village, who believe the stone is a manifestation of an ancient god. If the player characters interfere with the cultists, they may try to sacrifice them to the stone.

4

A 10-foot tall standing stone has been decorated with candles, bowers, and crude figurines. A hermit who lives in a nearby cave tends to the stone and claims to be able to commune with a nature spirit inhabiting it.

5

Several ruffians (equal to number of player characters, plus d6 more) are waiting in ambush. They have been hired by someone the player characters slighted in the past who wants revenge. If one of the ruffians is captured, they will reveal the name of their employer.

6

Several ruffians (equal to number of player characters, plus d6 more) are waiting in ambush. They have been hired to take something the player characters are carrying. If one of the ruffians is captured, they will reveal the name of their employer.

7

Several ruffians (equal to number of player characters, plus d6 more) are waiting in ambush. They have been hired as a diversion to prevent or delay the player characters from reaching their destination. If one of the ruffians is captured, they will reveal the name of their employer.

8

Several ruffians (equal to number of player characters, plus d6 more) are waiting in ambush. Shortly after hostilities begin, an NPC shows up to help the player characters fight off the ruffians. The NPC is secretly working with the ruffians, and has plans to betray the player characters later.

9

The player characters meet a pilgrim who offers to share his provisions. He is friendly but doesn't give a name, explaining that he has "renounced all names and titles." He is in fact a nobleman. If he finds the player characters to be honorable, he will invite them to accompany him to his manor.

10

The player characters meet a pilgrim who offers to share his provisions. He is friendly but doesn't give a name, explaining that he has "renounced all names and titles." He is in fact a nobleman. He is returning from a holy site near the sea, and is carrying some relatively valuable religious trinkets.

11

The player characters meet a pilgrim who offers to share his provisions. He is friendly but doesn't give a name, explaining that he has "renounced all names and titles." He accompanies the player characters to the next town, where he gets in trouble with the law and asks the player characters to vouch for him.

12

The player characters meet a pilgrim who offers to share his provisions. He is friendly but doesn't give a name, explaining that he has "renounced all names and titles." He is actually a thief and will steal something from the player characters at the first opportunity.

13

The player characters meet a pilgrim who offers to share his provisions. He is friendly but doesn't give a name, explaining that he has "renounced all names and titles." He is actually a fey being in disguise. He is friendly and curious, and quite odd. He may offer the player characters a parting "gift" that turns out to cause trouble for them.

14

A cart slips off the road and gets stuck in the mud as it tries to pass by the player characters. The carters blame the player characters and demand that they help push the cart back onto the road. The cart contains several cages of chickens. If any fall, they will break open and the chickens will run amok.

15

A cart slips off the road and gets stuck in the mud as it tries to pass by the player characters. The carters are actually bandits who stole the cart from merchants earlier in the day and left them stranded by the road.

16

A cart slips off the road and gets stuck in the mud as it tries to pass by the player characters. The carters are actually agents of a local lord disguised as simple merchants. They are hunting for bandits and using the cart as bait. There are d4 more armed men hiding inside the cart.

17

The player characters encounter a hunting party consisting of a local lord, his guests, and his servants. They are suspicious of the player characters at first.

18

The player characters encounter a hunting party consisting of a local noblewoman and her guest, a priest. With them are a handmaiden and a guide. The guide was supposed to be familiar with the area, but has only gotten them hopelessly lost.

19

The player characters encounter a group of rangers who are hunting them. They are carrying a wanted poster with names and drawings of the player characters and a list of their crimes. If the player characters haven't actually committed any crimes in the area, they may have been framed by an enemy.

20

The player characters encounter a group of impetuous youths who are hunting while their parents are at a secret meeting nearby.

21

The player characters encounter a charming wandering troubadour with a foreign accent. He is being hunted by a local lord after being caught with the lord's daughter.

22

The player characters encounter a charming wandering troubadour with a foreign accent. He also moonlights as an information broker, and will share news and rumors with the player characters for a small fee, or in exchange for any news or rumors they may have.

23

The player characters encounter a charming wandering troubadour with a foreign accent. Although the troubadour appears to be a young man, they are actually a woman in disguise. She was sent to her cruel and oppressive uncle after her parents died, and fled with the help of a friendly troubadour who inspired her to take up his profession.

24

The player characters encounter a charming wandering troubadour with a foreign accent. He is actually a spy working against some of the local authorities. He has nothing against the player characters, but if they discover his secret, he will act to silence them.

25

The player characters encounter a charming wandering troubadour with a foreign accent.  He is pining for a young lady in a nearby town, and is working on a song dedicated to her. The lady's family doesn't approve of him because he's a foreigner. He may ask the player characters for advice.

26

The player characters stumble upon a small hermitage tended by three monks. The monks will provide succor to anyone in need. One of them is a skilled herbalist.

27

The player characters stumble upon a small hermitage tended by three monks. It's a secret meeting and hiding place for local rebels. The monks are sympathetic to their cause.

28

The player characters stumble upon a small hermitage tended by three monks. The monks are secretly running an inquisition. If they decide that one or more of the player characters are not appropriately pious, they will throw them into an oubliette hidden beneath the hermitage until they repent.

29

The player characters stumble upon a small hermitage tended by three monks. A local saint is buried beneath the hermitage and has inspired a cult within the nearby rural population, leading to rumors of miracles, and leaving the monks in an uncomfortable position.

30

The body of a woman is strewn across the road. She's alive, but bloody and unconscious. If roused, she explains that she was traveling with her husband when they were accosted by bandits. She was injured and thrown from the cart during the struggle.

31

The body of a woman is strewn across the road. She's alive, but bloody and unconscious. She will soon die unless her wounds are treated. If she recovers, she explains that she is a holy woman, and believes that the player characters were guided to her by a divine power.

32

The body of a woman is strewn across the road. She's alive, but unconscious. Upon closer inspection, she is exhausted but not badly wounded. If roused, she explains that she is guilty of infidelity. When her sin was exposed, she fled in despair and collapsed in the road.

33

The body of a woman is strewn across the road. She's alive, but bloody and unconscious. If roused, she explains that she's a peasant from a nearby village who was abducted by a gang of mercenaries. When they tried to have their way with her that night, she was injured but managed to break free and escape, maiming one of them in the process.

34

The player characters encounter a traveling preacher along with a few of their followers. The preacher is convinced that the leaders of the church have become corrupt, and is traveling around trying to muster support to have them removed, peacefully or otherwise.

35

The player characters encounter a traveling preacher, who rants at them and spouts muddled bits of scripture. It quickly becomes clear that he's quite insane. He will lash out violently if startled or angered, and fights with an uncanny rage.

36

A traveling herbalist sells a variety of medicines and dried herbs. Some of his concoctions are useful for curing minor ailments like rashes and indigestion. He also claims to have medicines for the treatment of serious diseases like leprosy, but of course this is bunkum.