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20 non-combat Hill Random Encounters

Because hills are not quite mountains, but also not flatland, they can bridge the two biomes in terms of what may be encountered there. Orcs, Wyverns, Manticores, or Ogres may all be found in hilly terrain. But what about other situations that the party may come across in a wide stretch of hilly country? The list below is part of a series I'm working on for random encounters that are more situational, and inspirational, than 3d8 Kobolds. Some of these are purely flavorful. Some are roleplay focused and could turn out to be combat. Others reward curiosity.

To properly use the elements of this list, let yourself be inspired. Since no one knows your campaign setting like you do, so if you like entry 10, then it falls to your judgment just who the dog-face masked woman is, and why are people leaving offerings to her shrine. Add the entries to your sandbox hex map, or to your random encounter lists for overland travel.

If you like this sort of content, please let me know! I hope to do Mountains, Swamps, and Forests at least, but if enough people enjoy what I'm doing here then I could be convinced to add Artic, Subterranean, Desert, or more!

Random Hill Encounters

  1. An outcropping of stone above has a rope hanging down. It is secured on top to a tree stump in front of a shallow cave that would make for a safe campsite. Painted on one wall inside is a rough map showing a large X in black paint.
  2. 2 goatherds take a rest together on the hillside. They welcome non-hostile visitors though they have clubs and short bows. A herd of goats grazes about them.
  3. Loose scree tumbles down in a minor rockslide from above. A failed Saving throw vs. Petrification causes the PCs to tumble down the hillside 30 ft., taking 2d6 damage. Success means 1d6 damage and a slide of 15ft.
  4. The site of an old battle, at least 2 years old. A group of orcs battled against a hobgoblin detachment. The bodies of both sides lay scattered about, skeletal now, abandoned by the victors. One of the hobgoblins has a gold tooth worth 15gp.
  5. Three dwarven prospectors with 4 porters come down the hillside. There's a 50% chance that they have found a decent claim. They're headed back to town to secure a loan to build the mine f they have. If not, they are continuing their survey. They constantly grumble about aquifers.
  6. A spring gurgles from a crack in the ground. Its water is fresh and clean.
  7. Carved into the hillside from the living rock are three grotesque, sneering faces. Each has a necklace in its mouth with an amulet made of bone and leather which is studded with semi-precious stones. The amulets are worth 25gp each.
  8. An open cave mouth leads to an abandoned monster lair used by something large and intelligent. Inside are a wind instrument made of a bear femur, a leather sack filled with dried berries, and the skull of a man that is painted with colorful lines over the eye sockets and cheek bones.
  9. Laying in the sun ahead is a manticore, stretched out like a housecat. The body of a huge ram buzzes with flies nearby. The creature has fed recently and wants only to be left alone to digest.
  10. A path breaks uphill ahead, lined with asymmetrical piles of stones every 15-20 feet. The trail leads to a beautifully constructed marble shrine. The marble is not local. There is a high relief backing to the shrine which depicts a nude female figure in a dog-faced mask. Devotional candles and floral offerings are lain before the figure.
  11. Grey obelisks of varying height (all over 10ft high) stand in a circle atop a hillcrest. Standing in the circle at midnight grants Infravision for 1d4 hours.
  12. Pixies flit about a terraced garden, performing mundane maintenance. They offer payment for help: a potion of see ethereal. Working the garden takes an hour, but once they've returned to the mundane world, 3 days have passed.
  13. The shed skin of a large reptile lays tangled in the grasses and brush. It is large enough to wrap around 2 humans or 3 small demi-humans. Wearing the skin provides protection against fire. (in Old School games, this is like a +2 save vs breath weapon, and in 5.xx Edition, this would be advantage on the saving throw.)
  14. The remains of a cairn burial. The stones have been moved and the body within exhumed. The only object left behind is note on vellum left under a stone: "Vartyr, I'm sorry. I couldn't leave Germund here. Not when the map is still a part of him. I'm going back for the hammer."
  15. Another adventuring party comes crossing the hills. They lead a train of mules loaded of sacks and equipment. They are clearly injured.
  16. Three figures on horseback watch over the terrain. They are orc scouts. They flee if the party approaches. One of them has a map of the partial territory.
  17. The grotesque sight of a severed hand, gripping an ornate iron torch. The torch is cursed so that it cannot be dropped by the person who picks it up. With the command word, magical non-burning fire springs forth.
  18. An old mine whose entrance has been fully collapsed. Large stones were deliberately placed to close it off. There is a series of dwarven outbuildings, abandoned, outside the mine. There's a signpost in dwarven that reads "Played Out"
  19. A hermit in grey homespun sits on a stone watching the sky. He offers to share his drink and his wisdom, to boot.
  20. A murder of crows has gathered on the hillside 50 strong. One of the crows wears a golden amulet worth 150 gp.

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