D1 Random Castle Encounters
- Players hear a man arguing with himself over something that happened in his past. He is clearly upset about it and keeps reliving the events over and over again in his mind. He keeps saying, 'I should have done this! I should have done that! I should have...' and he repeats it over and over again.
- The castle's chief miner claims to have struck a vein of precious ore but is nervous about 2d8 giant insects swarming the mine. Guards need help clearing them out.
- A group of men and women are standing around talking about how dangerous it is in the city right now, with so many orcs roaming around and looting and pillaging, but they're doing their best to stay safe and not get caught up in any trouble.
- The adventurers encounter a seemingly harmless, ancient fountain within the castle courtyard. Yet, drinking from its water summons 1d4 water elementals, desperate spirits once bound by blood oaths to guard the stronghold. A carefully placed relic nearby holds a hymn which pacifies them, revealing lore about elemental conduits tha have long since been forgotten.
- rise from the floor, each swathed in eerie, ethereal glow. These apparitions guard the throne upon which rests a magical artifact of unimaginable power, said to be capable of altering the very fabric of reality itself. Engaging them will siphon away the players' life force bit by bit, rendering them more vulnerable to the castle's other malevolent forces.
- A guard is pacing back and forth in front of the entrance to the dungeon. He is bored and will tell the players about what is going on in the castle.
- A group of 2d4 guards are walking down the hall, talking about their upcoming shift. They notice the players, and ask them if they will be on duty during their shift.
- The King has ridden through here on his way out to the field of battle. He left behind his war horse to rest here. The horse has been here for 5 years now and has been caged up for his whole life. He is very angry and very untrusting of people. If the party opens his cage, he will attempt to kill them by attacking them with his hooves and teeth. If the party is good with horses, they will be able to handle this wild horse without much trouble.
- A sudden shriek fills the air as a flock of tiny, manic imps descend from the rafters, clawing and biting at exposed flesh.
- Two guards discuss shifts and duties, pausing to tighten their cloaks against the wind.
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