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Thirty-Six Random Encounter seeds to spur conflict, discord, and

adventure at the player Stronghold

by Ethan Cantrell and Tyler A. Thompson


made to oust non-compliant PCs – first with an Attack Rating of 2 a
week after being rejected, then a second force with an Attack Rating
of 4 d6 weeks later, consisting mostly of Riders (GameMaster’s
Guide, page 183).

14. Trade Caravan


A large trade caravan has come to the stronghold, hoping to use it as
a stop-over for a few weeks. They seem well-stocked on a number of
Thank you for your patronage goods (if an ordinary good is desired, they have some quantity of it
available at fair prices), and their stay here could provide a consider-
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able amount of income as they will buy almost any goods the
about our company, our releases, and (naturally) any discounts.
stronghold wishes to part with. However, they will attract attention,
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good and bad, and may unintentionally cause more trouble that the
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stronghold can handle. A certain group of bandits has been keen on
getting to the lead caravaneer as a hostage.
11. Refugees
A band of people (6d6 Villagers, GameMaster’s Guide page 184) 15. Pilgrims
approach the stronghold, clearly in poor condition. Their clothes are
A group of pilgrims (Theives, GameMaster’s Guide, page 183) are
tattered and worn, and many of the group seem to have gone days
seeking shelter for the night, whether it can be in the form of tav-
without food. They say they are refugees from a town, having been
erns or even just camping outside the walls. While at first glance
driven out by a surprise attack from another town that seems to
they seem to be simple religious travelers, there is something going
have set its sight on dominating its neighbors since the Mist subsid-
on beneath the surface. This particular group needs captives for a
ed. They need somewhere to stay while they figure out their next
variety of ritualistic purposes that appear connected to Rust, and
steps, and a few seem open to trying to take their town back after a
has been taking them as they go. They will try to grab a few from the
season or so, though they acknowledge they will need assistance to
stronghold tonight, and then go on their way in the early morning.
do so.

12. Racketeers 16. Killer


One morning, a man is discovered dead in his house or apartment,
A sizable “mercenary” company has sent some representatives to
apparently killed while he was sitting at his desk the prior evening.
the stronghold, claiming they can offer thorough and dedicated
The killer must have been quiet, as the single wound on the man
protection from raiders in exchange for adequate payment. They
was found on the back of his neck, then cauterized with a crude Rust
make sure to mention that if their services are not purchased, they
Brother sigil brand. Over the course of the next few days, more
can make no guarantees as to what misfortunes might follow. The
killings occur, all following the same pattern. It seems the stronghold
stronghold either needs to pay for their services now, or find some
has a killer on the loose, one growing more and more bold each day.
way to convince them that such “protection” is not needed here.
This group consists of about 60 fighters (Soldiers, GameMAster’s
Guide page 183) with a competent leader, with an Attack Rating of
5.
21. Beneath
Something has been found deep beneath the stronghold, uncovered
perhaps by a servant opening a long-neglected door, or a worker
13. Subjects breaking into some underground passage while expanding a house’s
basement. Some older structure was here before, now buried deep
A small detachment of a local “lord’s” retinue has arrived, claiming
in the ground. The walls of this place are decorated in ancient and
the stronghold is behind on its tithe payments to the “lord”. The
inscrutable markings, predating even Rust or the Shift itself, almost
“lord’s” scribe claims, while bringing out an assortment of very old
seeming to whisper in the minds of any passersby. At the deepest
(and perhaps fabricated) scrolls, that this land is under his lord’s
and central point of this structure is a raised platform with a metal
authority, and thereby required to make payments. The veracity of
box atop it, humming with power. Whether it was meant to protect
this claim notwithstanding, the lord in question is not a weak one.
something from thieves, or protect the outside from whatever is
He could quite easily bring force to bear if needed, so a means of
contained here will not be known until someone opens it.
satisfying or dissuading him will be necessary. Two attempts will be

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22. Foul Weather
prevented from reaching the stronghold entirely. It is best to not
suffer such disturbances for long.
The weather rapidly becomes...odd. Some days it is as hot as high
summer, without an ounce of rain, the next it is freezing cold, beat-
ing crops down with hail. Then come intense storms whose lightning
31. Isolation
strikes houses, then downpours of rain that flood the streets – and It has been weeks since any newcomers have visited the stronghold
then the mist comes at odd times and in varying intensities. Some- or the surrounding villages, which is odd in itself. Additionally, all
thing must be affecting the climate, likely of magical origin. The area parties that were sent on business to locations more than 33.3 miles
of effect is limited to this immediate region, so the cause must be away have not returned. Investigations will reveal that some kind of
somewhere nearby. It should be found and neutralized soon, or the invisible barrier has appeared in a circle around the stronghold, with
weather conditions might grow so terrible as to destroy the strong- a radius of exactly 33.3 miles. No one is able to enter through it or
hold. even come back, cutting the area off entirely. Some entity must
have cast a spell of incredible power to do so, and they should be

23. Wildlife
found quickly to prevent whatever plans this barrier serves from
coming to fruition.
The local wildlife has gone into a frenzy; predators have begun at-
tacking people in broad daylight, even in the streets, while even
farm animals have rejected the authority of their owners and gone
32. Dragon
on rampages. Considerable damage has been done to 4 structures, The roars of a dragon (GameMaster’s Guide, page 88) tear through
and the animals’ rage shows no sign of abating. Some say the behav- the sky, and her flame strikes down upon buildings to burn all inside
iour may be caused by the legendary spirit of this area, who has to ash. A great dragon has come, her rage so intense she seems
become angry at the human inhabitants. without reason. A hunter, fleeing, will inform the stronghold that
his partner stole her eggs and ran off, causing this incident. Unfor-

24. Heist
tunately, the hunter has hidden them well, as no one has seen him
or the eggs for a day
The stronghold’s vault or storehouse has been stolen from by as-yet-
unknown thieves. Whoever did it must have had inside knowledge
or even help, as no alarms were tripped. The thieves simply gained
33. Challenger
entry and were able to open the vault, taking a considerable amount At first appearing to be just another small band of travelers, some
of the money or goods inside. Investigators will need to work fast to newcomers quickly make themselves known in the stronghold. An
discover where the thieves went before they are too far gone to archmage of incredible power, along with his small retinue, seeks a
catch. fortress from which to operate. He believes this one is adequate,
and wishes to take possession of it. Fortunately for the owners he is

25. War
offering to let them stay, provided they acknowledge his authority
and work for him. Otherwise, he will annex the stronghold himself –
if not now, he will try at some future date.
Rumors are trickling in from passersby and informants that several
of the nearby rulers are gearing up for a small conflict over land. This
stronghold is not close enough to the rulers in question to be in
immediate danger, but the conflict could spill over eventually. Re-
34. Pests
gardless, war always equals opportunity, and the balance of power A particularly aggressive and resilient rat colony has moved in and is
will likely change soon. Assign nearby settlements an appropriate eating through the stronghold’s food stores. They, and the diseases
Attack Rating, have them intermittently skirmish, and attempt to they might bring could put food security in jeopardy soon
draw the player stronghold into whatever spat is ongoing.

35. Disease
26. Bandits Several stronghold inhabitants have caught a sickness that seems
Bandits are operating within this stronghold’s lands, disrupting trade quite contagious. It presents as groups of infected pustules on the
and harassing nearby villages and people. There are a few dozen of skin, chills, and lethargy. The infected also report severely degraded
them (bandits, GameMaster’s Guide, page 183) operating in small cognition as otherwise bright individuals find themselves bereft of
groups – any visitors the stronghold is expecting, or any groups that any wit or quickness of thought. Those infected must make an En-
travel without sufficient fighters, are likely to be beleaguered and durance roll each day or temporarily lose 1 Wits and Empathy, per-

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44. The Maw Below
sisting for 1d6 days. Given its potential for long term health effects,
it should be resolved soon.
One of the stronghold’s buildings collapsed into a sinkhole over-

36. Bounty Hunter night. Not an unheard of incident, but the collapse of another 6
building, in an entirely different area the next night caused some
One high-ranking stronghold resident (one of the PCs, or one of their concern. After a few more buildings sank, it became clear something
major NPC followers) has a bounty on them for a reason related to was actually burrowing underground and causing the collapses,
their past. If lucky, the bounty might have some warning about the evidenced by the circular tunnels found sprawling beneath the
impending attack; otherwise the bounty hunter will take action structures. Only caught in glimpses, the creature responsible resem-
when they find the best opportunity. The bounty orders are simply bles a mole, though clad in a hard crystalline skin or armor.
to kill or capture, though capture will lead to a better payment.

Maw
Bounty Hunter
Strength 20, Agility 3
Strength 4, Agility 3, Wits 3, Empathy 3
Armor: 4
Armor: 0
Skills: Melee +4, Sneak +4
Skills: Marksmanship +3, Melee +4, Scout +4,
Stench: Characters within melee range take 1 dam-
Sneak +4, Survival +3
age to agility each turn.
Battleaxe, Heavy Crossbow, Leather Armor,
Sun-Sensitive: The maw suffers 1 damage each turn
Open Helm, Lute, Manicles
exposed to sunlight
Monster Attacks
41. Resource Shortage D6 Attack
1 Wheeze: The creature emits a forceful,
A resource critical to the stronghold, such as iron or animal prod-
ucts, dwindles to near zero accessibility for some reason. The cause steaming hot gust of air that pushes those near or
might be that the suppliers are dealing with their own shortages or closer away. 7 Base dice, 1 damage.
internal problems, or another buyer is taking up the supply, or it 2 Groan: The creature lets out a horrible roar
might be bandits or something wrong with the mine or animals. An that strikes those near or closer with fear. 6 base dice.
alternative supply must be found or the cause of the shortage rem-
3 Claw Attack: Two foes within near range
edied.
are swiped with claws. 8 base dice, 2 damage (slash)
4 Consume: The character with the weakest
42. Tainted Water strength within near range must pass a Move roll or
The stronghold’s water supply, be it a river, lake, or well, is tainted. be attacked by 12 base die, 1 damage (slash), and be
Fortunately it does not appear to have been poisoned directly, but trapped inside the creature. They may still attack
runoff from the environment seems to be introducing harmful mate-
from within, but take 1 damage per turn as they are
rials. The contamination seems to come up from the ground, as
though something deep in the earth is releasing the toxins
digested.
5 Harden: The creature raises its Armor by 3
for 3 turns.
43. Undead 6 Crystalline Growth: The creature fires a
Undead (GameMaster’s Guide, page 122) have been sighted wan- crystal spike at a character it can see. 8 base dice, 2
dering about on the borders of the stronghold. Whether they are of damage (pierce)
the mindless variety or servants of something more sinister, their
unholy presence taints the land and puts inhabitants at risk.

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45. Mutiny
hold, so it is possible they are not aware of the presence of a well-
guarded stronghold here.
If there are characters on than the players present, there are whis-
pers in the stronghold that someone is plotting against its com-
manders, hoping to remove them from their authority. Support is
55. Disappearances
still strong for the current leaders, so the rebels will likely do their Stronghold inhabitants have begun disappearing over the past week.
work in the shadows. It would be best to be vigilant for any poi- There seems to be no real pattern to the vanishings, and no one
soned chalices or knives in the dark. knows where they have gone. Some have suggested it might have
something to do with the strange hooded individuals who passed

46. Rivals
through recently without stopping at the stronghold. They said they
were simple worshipers, but there seemed to be something more to
them.
A rival (perhaps self-declared) of the stronghold has sent a detach-
ment of his forces to attack this stronghold. The attacking group
possess considerable enough numbers to pose a serious threat, and
they seem determined to take the stronghold even if significant
56. Adventurers
collateral damage is necessary. Assign them an Attack Rating as A band of adventurers have come to the stronghold, boldly asking
suitable for the exact nature of the rival. for accommodations and assistance in navigating the region. Wan-
derers like this have been known to cause problems before, usually

51. Fire
just be existing. It’s best to monitor them and get them on their way,
or get them on the payroll quickly.
A fire has broken out in the stronghold, possibly due to a blacksmith-
ing mishap or a spark cast into a pile of hay. It will spread across
other flammable structures if it is not put out in time. One facility is
61. Resource Boom
already in ruins, and another will be consumed every 10 minutes if A resource of notable value has recently been discovered in large
not stopped. quantities in this area, bringing in continuous traffic from other
lands as people try to make a fortune off the boom. The stronghold

52. Drunkards
could capitalize off the boom as well, or off the prospecting parties.

Some of the stronghold residents may have hit the bottle a little too
hard earlier this evening, and are causing a bit of havoc at the mo-
62. Trade Diversion
ment. They could use a helping hand in finding their way back to Due to instability in another region, trade caravans have begun
their homes – but may cause some mishaps, shenanigans, or vio- rerouting themselves through land the stronghold controls. The
lence on the way. caravans could bring in a lot of money through taxes, but a lot of
trouble as well.

53. Vines
Almost overnight, a number of thick vines (Strangling Vines, Ga-
63. Scholars
meMaster’s Guide page 118 have sprouted throughout the strong- 63. Scholars A party of scholars have come to the stronghold, hoping
hold. They seem to come in from the forested land beyond, and if to use it as a base of operations for studies in the area. They were,
cut, will regrow bigger and stronger than before. They’re getting to however, a little reticent to explain exactly what kind of research
the point where they are starting to dig into the stone buildings and they do. The highenergy reactions that blow the roof off their labor-
foundations. atory might be a clue though. Some residents have expressed con-
cern about the strange artifacts the researchers keep bringing back,

54. Raiders
and concern that their activities appear to be likely to anger the Rust
Brothers.
A small horde of Wolfkin raiders has been sighted a few miles away,
preparing an attack on the stronghold and surrounding communi-
ties. The group is approximately three dozen, and well-armed
64. Natural Disaster
wolfkin (GameMaster’sG Guide, page 68). Hordes like this usually A natural hazard in the region, such as a volcano, dammed lake, or
come through for raiding, not to fight against a well-armed strong- even magical landscape feature undergoes a catastrophic event,
putting the stronghold and surrounding lands in jeopardy.

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65. Demon
Someone in the stronghold has unintentionally disturbed something
that ought have been left alone, and unleashed a Demon that was
locked away. Little is known yet, but the demon in question is strong
and has begun sneaking about the stronghold. While its goals are
unknown, containment and neutralization are a priority. Roll a
Demon, page 80 of the Game Master’s Guide.

66. Interloper
A woman comes to the stronghold at night, asking to speak with its
commanders on some urgent matter. Strangely, no one is entirely
sure what happened after that. Shortly after, the strange woman
begins breaking bread with everyone, and most people seem to
believe she has been here all along. Only those with sufficient men-
tal resilience can see through the veil and understand that some
beguiling magic is at work here.

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D66 Encounters on the Road

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