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50 Rural Encounters

1-2 PCs come upon the body of a man, stabbed, stripped of weapons, cloak, and boots, and left dead at the side of the road. He has a letter tucked into his stocking informing him that a distant relative of his in a nearby town has died and left him his entire estate. Inhabitants of the village take PCs to be an Inspector + their retinue from the Capitol (this explains their odd clothing and behavior) and treat them accordingly. The real inspector is about a days ride away. A young man or woman, filthy, covered in small cuts, naked save for a foxs tail tied around their waist, comes panting over the hill toward the PCs, and hides behind some nearby trees. A group of nobles on horseback appears a minute or so later and, with a chuckle, ask PCs if they have seen a fox passing through. A group of young boys are fishing at a placid lake. They wave lazily to the PCs, just as two squamous, humanoid arms break the surface and drag one under. A fire-and brimstone preacher is giving an impassioned sermon in a hastily-erected tent to a large crowd. The sermon has some bearing on one or more outer characteristics of at least one PC. A group of angry peasants are burning the local duke in effigy, shaking farm implements and cursing his name. The crowd will encourage PCs to join in. An agent of the Dukes is hidden nearby, taking down names and descriptions. PCs come upon the body of a young woman, but closer inspection reveals that she is playing possum. She scampers away, whistling, at which a party of d6+6 hideously inbred cannibal hillbillies, led by her oldest brother-husband, attack. PCs are waylaid by a masked Highwayman and d6+4 accomplices. He will attempt to kiss the hands of any females present. A group of d8+4 figures dressed as religious mendicants approach, their heads bowed in solemn prayer. If the roll on the d8 was even, they draw back their hoods, produce shortswords from beneath their robes and attack. A travelling carnival has set up on the outskirts of town. They are (1-2) a bizarre and sinister cult of degenerates and necromancers (3-4) Fae creatures in disguise (5-6) mere Carnies. The local dukes army is drumming up new recruits in the town square. Their methods are brutal and insistant, and will extend to any able-bodied PCs. A magistrate is hearing cases brought by well-to-do local peasants. At the sight of the PCs, both parties offer compensation if any of them will represent them in a trial by combat. Rival adventuring party (roll on table or supply your own) appears at the next crossroads, heading in the same direction as PCs. PCs encounter an NPC from a past adventure or character background in the stocks in the town square. The details of the NPCs crime can be obtained from passers-by. A group of villagers are celebrating a fertility festival, featuring much drinking, dalliance, and the parading of an ithyphallic mannikn made of straw through the nearby fields. PCs are encouraged to join in. A group of travelling players are putting on a performance in the village square, costumed as the PCs. They are performing an episode from their adventures, though misrepresented. If the deed was noble and valorous, it is depicted as trecherous , cowardly, and bloodthirsty, and vice-versa. A hunting party is being assembled in the town square. Three village children have been killed in the last week by some half-glimpsed monster. The creature was sighted less than an hour ago by a local woodcutter. The villagers plead with the PCs to join the hunt, though some of the younger men grumble about involving outsiders in their affairs. A mountebank has set up his wagon in the village square and is loudly proclaiming the virtues of his new miracle elixir. Will call out to one of the PCs to assist in the demonstration. Two men are hurridly loading barrels of moonshine into an already loaded wagon. After percieving that the PCs are not, in fact, the Sheriffs men, they will offer a barrel or two to the PCs before one of them hops in the drivers seat and takes off. It is extremely potent, flammable, and illegal under local sumptuary laws. A funeral procession winds its way to the outskirts of the town. A persistant banging can be heard from within the coffin, but this is ignored. A Witchfinder and his retinue arrive in the village shortly after the PCs. The suspect they are persuing closely resembles one of the party, and they will shadow them closely until confronted. PCs find themselves in the middle of a shootout (bows, crossbows, throwing hatchets, etc.) between two families involved in a generations-long feud. PCs are enjoined to declare for one side or the other. Neutrality will be met with incredulous outrage. The whole town has turned out to watch the hanging of a notorius local brigand, who bears an uncanny resemblance to a respectable NPC of past acquantance. Upon seeing the PCs, he will greet them by name, shout a cheerful See you all in hell, and leap from the platform with the noose around his neck. 2d8 mounted bandits have arrived at the village first, and busy themselves with slaughter, rapine, and pillage. They will pause in these activities at the approach of the PCs and will either attack (if they outnumber the PCs at least 2-1) or attempt to flee. A poacher runs past the PCs, dropping a large sack at their feet as he leaps a fence and dashes into the undergrowth. A few minutes later, a groundskeeper and 1d4 assistants appears from the same direction. He is interested in the poacher and takes the sack to be the PCs property. The sack contains 2d8 freshly killed eels. If eaten, they are quite tasty and the eater can speak and understand the speech of water-dwelling creatures for 3 days after ingestion. A group of minor demons are engaging in a misical contest at the crossroads with lute, hurdy-gurdy, bagpipes, tabor, and harp. They will ask the PCs to judge the contest, and the winner will present the PCs with a coin bearing its sigil, which can be used to summon it to fulfill a single favor. 2d4 Shrouded bandits spring out and attack PCs. At the first sign of resistance they flee. Any injured or captured member of the band will reveal themselves to be a member of the local aristocracy, that the PCs were mistaken for

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50 Rural Encounters
55-56 someone else, and that this was a prank that went horribly, horribly wrong. PCs meet with an outlandishly-dressed foreign traveller on the road. He is affable, charming, and seemingly gullible, and does not quite understand the local exchange rate. PCs arrive to find villagers in a mad, hallucinatory daze. Ergot in the wheat is the culprit, but witchcraft is, of course, a viable second hypothesis. A wizened figure in a tattered robe has been nailed to a tree with silver nails. The placard around his chest reads For Vile Necromancie. The mans eyes open wide and he screams. PCs arrive in the midst of a wedding party. The fare is plentiful, simple, and tasty, and the ale is served with generosity. Unless the PCs find a way to screw this up, the evening ends well for all involved, and the PCs are sent on their way in the morning with free provisions. The skies open up, and the rain comes down in torrents. The nearest shelter is the half-rotten ruin of a fortress. It is haunted, and the ghostly inhabitants will offer information about the surrounding area (150 years out of date) in exchange for a few drops of human blood left in a pewter dish in the mess hall. PCs hear shouts from a group of laborers digging up a barren field to lay a foundation. Upon inspection, their digging has unearthed a bronze door set into the ground at an angle. PCs pass a roadside graveyard, startling 2d4 ghouls at their meal. PCs arrive at a small monastery populated by ogres. These have renounced their old ways, and offer shelter for the night, though any wounded PCs must remain in the storage shed, as the smell of blood will arouse old appetites and undo the work of religion. A toll-bridge straddles the river at its narrowest point, guarded by a colorfully-dressed man who hails the PCs and announces that they cannot cross without answering a riddle. The riddle itself is completely nonsensical, and the man has no magic powers of any kind, and can be dispatched in the usual manner. PCs find themselves surrounded by d6+10 outlaws with swords and longbows. If they convincingly deny allegiance to the local duke, they are brought (blindfolded) to the outlaws hideout and receive an offer to join their band. If they refuse, they are merely feasted and entertained, before being returned to the road in the morning. A small boy sits on the fence by a grove of trees playing a flute. Will demand payment for his music (name an outrageous sum). If the PCs refuse, he plays louder, and the trees uproot themselves and lumber slowly but inexorably toward them. The only way to stop them entirely is to break the flute. A young girl in a white smock, garlanded with flowers, stands in the middle of a field, surrounded by other peasant farmers. Her eyes are glazed over and she walks as if in a trance toward a figure in an elk-skull mask wielding a dagger. PCs arrive in the midst of a fair. Competetion for prizes is fierce, and they will be assaulted on all sides with demands to taste an endless array of jams, pies, cheeses, ales, etc. Offers of bribes will be constant and not particularly subtle . 81-82 Two rival brewers are competing for the prize at a festival, demand PCs do a taste-test as neutral parties. Finding in favor of one will earn the violent emnity of the other. PCs hear giggling and splashing up ahead, and spy a trio of water-nymphs bathing in a nearby stream, their garments left on rocks. These garments, if successfully stolen and worn against the skin make the wearer proof against drowning. PCs pass a rotted corpse hanging in a gibbet by the side of the road. A scrap of parchment nailed there proclaims the name of the arresting magistrate and the identity of the corpse (a friend, relative, or past associate of the PCs). A violent, impassioned scene breaks out in the village square, starting with threats and accusations, leading to attempted murder and/or rape. PCs attempting to intervene will discover that they are weilding stage weapons. The participants disperse, grumbling, and a man in a neatly-trimmed goatee will loudly complain that these ignorant shitkickers wouldnt know experimental theatre if it bit them on the ass. The PCs unknowingly violate some unwritten code of conduct in the town, and a lynch mob soon forms. 1d6 tough-looking village lads, eager for excitement and opportunity, offer to join PCs. A crowd has gathered around a makeshift stage, where a series of bare-knuckle matches is taking place. Betting is frantic, pickpockets are rife, and the purse to be won is tempting. The local champion is heavily favored. The village is holding mayoral elections. Since citizenship is determined by baptism at the village church (an office the local cleric is willing to perform), the PCs can theoretically cast a legal vote. Factions representing both candidates sieze the opportunity with both hands. PCs arrive to find village in mourning, with a young woman in black being escorted down the road. It is explained that the local lord has taken her as his latest wife, and none of the 14 women previously chosen for this honor have been seen again. Passing farmer offers to give unmounted PCs a ride on his haycart to the next town over in exchange for stories from afar (more than 30 miles away).

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