TEXT: Within a Dark Forest
  Random encounters, events, and characters set in 
  a dark forest, controlled by malevolent forces.
  Roll d20
  (1) Dancing party of Satyrs, drinking wine mixed 
  with blood. 50% chance of the Satyrs actually 
  being humans dressed in costume, and a 50% 
  chance one of the Satyrs is one of the missing 
  people from the nearby town. They have no 
  intention of leaving and don't remember who they 
  were and shrug off any suggestions otherwise.
  (2) Four braying donkeys, mules, or horses inhabit
  a clearing. Each one of them has one of their legs 
  tied to a post, but the leg seems so weakened or 
  infected they will be lame and unable to walk even
  if removed. Careful observers will notice that each
  horse has one leg of a full set bound; one horse has
  front left, one has front right, etc. 50% chance for 
  this to be the sight of a ritual now interrupted, the 
  cultists nearby in watching in the trees. Otherwise,
  it is seemingly a mindless and pointless cruelty.
  (3) Insane, naked man biting the nape of a wolf, 
  growling like an animal. It seems to have died 
  days ago. It will attack the party unless scared off 
  with fire or a loud/flashy magical display or the 
  blast from a firearm; running off into the woods. 
  He is wearing a silver ring with no inscription.
  (4) The party finds themselves going in circles. 
  Their tracks are getting filled with extremely dark 
  and dirty water each time they circle; until 
  eventually they can see ghoullish looking men in 
  the reflected water of their footsteps. These attack 
  like bandits, but are invisible except for True Sight
  or reflected surfaces.
  (5) The broken remnants of a sailing ship, found in
  the middle of the woods. Its supplies are strewn 
  about the trees it was seemingly impaled on. The 
  crew is skeletal, but can be awoken with the 
  beating of a special drum found in the cargo hold. 
  The crew will pantomime the motions of running 
  the broken ship and will not stray from the ship, 
  but will protect the party if they stay in the ship to 
  make camp from wandering monsters.
  (6) Several wooden chimes have been set up 
  among the trees here, making quiet noise from the 
  wind. This wind is supernatural in nature however,
  and the chimes will stop making noise if any party 
  member speaks above a whisper or the spell is 
  ended in some way. If the chimes are stopped, roll 
  on the wandering monster table.
  (7) Bloody stone in the middle of the woods, 
  several human (and a few crushed skulls) bones 
  scatter the area with some stained flecks of blood 
  upon the rock. Someone observant can tell the 
  skulls were smashed against the big rock there. 
  This area is frequented by an ogre who is fittingly 
  named 'Facesmash'. He wears a collar and has four
  golden earrings, three on one ear and one on the 
  other. 25% chance for the ogre to be at the stone 
  when the party encounters it, but he will return 
  within 24 hours if they stick around.
  (8) Within the trees are several old and collapsed 
  houses and huts. Close inspection reveals it looks 
  to be a town that has been intentionally ruined and 
  covered up (the paths between houses are 
  intentionally cluttered). There are no corpses, but 
  several ghosts seem to haunt the area at night or 
  whenever the party finds something valuable. Roll 
  1d6 on the sub table and get a ghost encounter 
  each time this area is searched;
  1. Gold pitcher of water which is somehow 
  pure. Minor magical item. Owner was a 
  retired priestess. The Ghost summoned 
  here has access to a few cleric and illusion 
  spells and will curse the party; turning all 
  their carried drink foul if they run.
  2. Five copper wedding bands.
  3. Silver arrowhead tucked under a bed; 
  paranoid owner.
  4. Several silver coins with the face upon the 
  coin's eyes scratched out. The ghost 
  summoned here is blind but savage.
  5. Small pile of luxurious clothing. Wild boar 
  sleeps underneath the pile instead of a 
  ghost and wakes up when enough is taken.
  6. Silver ring, glows when nearby the naked 
  man's ring of (2); If Identified; Ring of the 
  Wildling; gives the owner bestial senses 
  and night-vision, but can only control 
  themselves if wearing both rings.
  
  (9) Large beastman named Garma. His hands are 
  tied together in front of him and around the area 
  are several large statues made of mud, sticks, 
  rocks, and the beast's own antlers that he snapped 
  off his head (they grow back). As long as the party
  approaches with their weapons sheathed he will be
  friendly and will go on and on about the historical 
  figures and epic heroes his statues represent, 
  though they look primitive at best. It is obvious he 
  has an active but childlike and dull imagination. 
  On any positive reaction roll or if enough time is 
  spend speaking to him will also ask the party to 
  free his hands and cut his bonds, as the Wizard 
  bound them so he could not continue his passion 
  with making sculptures, but the beast is very dull 
  and fails to mention that the sight of a naked blade 
  makes him fly into a horrible rage. Smashing a 
  statue while he is enraged will stun him for 1 
  round. There are 2d4 statues around the area.
  (10) Dark crows fly on the horizon or watch from 
  the treetops. They are spies for the thaumaturge 
  that lives in the woods. They will follow the party 
  and watch them at each encounter after this unless 
  some of the crows are killed. Any magic spells, 
  items, or special abilities the party uses during the 
  next few encounters will be relayed back to the 
  Wizard and he will prepare countermeasures.
   
  (11) Five goblins that creep along the ground in 
  wolf skins. They pretend to be wolves and even 
  howl and bark punctuating by swearing. They are 
  stalking several regular deer in a clearing. If 
  ambushed or the party gets close, the deer reveal 
  they are actually wolves under the effects of 
  illusion magic. If this is revealed in front of the 
  goblins or the party plays along the goblins may 
  become allies against the dark Wizard.
  (12) Random marble pillar in the middle of a small
  patch of grass. A woman stands chained to the 
  pillars, begging for someone to release her. (She 
  will use any method to try and get something to 
  touch her, such as having an item in her pocket or 
  seduction). Upon being touched, she will transfer 
  all of her days of exposure and hunger to the one 
  who touched her, restoring her in the process.
  After this happens she will apologize profusely for
  lying, but claims she cannot escape the chains and 
  needs to trick others to survive. Killing her will 
  won't restore your party member, but her curse 
  will be lifted. The young woman's name is Adelen 
  and she has a few social skills benefiting a Rogue.
  (13) Four wardens of the forest appear before the 
  party and ask if they have seen any goblins, 
  claiming them to be poachers. If the party has any 
  members carrying pelts, meat, or other products 
  made from animals they will assume they too are 
  poachers and will try to kill the party instead. The 
  wardens have mostly normal personalities but look
  extremely thin, pale, and their teeth shows signs of
  wearing from gnashing. Upon death, they have a 
  look of relief upon their face.
  (14) Pond in the middle of the woods. Fresh water,
  peaceful atmosphere and fishing. If time is spent 
  here or the party appears Good and/or Lawful, a 
  spirit of the pond will appear and offer the party a 
  magical weapon or armor. 50% chance it's cursed.
  (15) Merchant in the woods with a small wagon of
  goods he's willing to trade. He offers to sell you 
  several rations and general goods at surprisingly 
  fair prices. He also offers to sell you 'magic dirt' 
  that looks the same as regular dirt. The dirt 
  actually is magical and animates trees, flowers, 
  grass and so on. Usually these plants do nothing 
  with the animation but people stepping on or near 
  the plants they may be entangled instead. Druids 
  are not entangled by the plants.
  (16) Several brightly colored baboons stalk the 
  treetops here. They do nothing except yell and 
  throw stones at the party, but around the area are 
  several brightly colored 'stones', if these are picked
  up the baboons will attack ferociously. These are 
  actually the baboon's 'eggs', an experiment by the 
  Wizard. Each one is worth several gold if traded 
  by a proper trader or alchemist interested in it.
  (17) Small sandcastle build underneath a tree's 
  gnarled roots. The sand is extremely fine, from a 
  beach, but there is no telling how it got here. If any
  part of the sandcastle is destroyed, the party will 
  experience a nightmare where they are trapped in a
  collapsing castle, giving a poor night's sleep.
  
  (18) Wizard robes and several arcane instruments 
  laid up against or hanging from a tree, as if doing 
  laundry. Nearby is a small collection of notes 
  about the dark Wizard ruling the forest; it is by  far
  the best information the party will find on the 
  Wizard and his weaknesses. The owner of the 
  diary is nowhere to be found. 
  There is a 50% chance he is dancing with the 
  Satyrs. He is mentally delirious, but can still cast 
  Color Spray.
  (19) Small, dry marble fountain with several 
  fertility and protection symbols. The statue has the
  picture of a Goddess engraved upon it, but her 
  name has been scratched away. The only way to 
  find her true name is to find it hidden away in the 
  Evil Wizard's personal library. Speaking the name 
  of the Goddess at the fountain will make it spring 
  forth clean water which will either grant an extra 
  saving throw against any diseases the person has 
  and granting a +1 permanent Wisdom.
  (20) Roll 1d4 on the Rival Adventurer groups and 
  then again on a d20, you both show up at about the
  same time.
  Wandering Monsters
  Roll d6
  [1] 1d6+1 Satyrs. Bandits with +1 HP; when they 
  reach half health they get +2 to hit. They are trying
  to gather a captive to bleed for their bloodwine; if 
  you sacrifice a follower, retainer, or party member 
  willingly they will leave you alone.
  [2] Three poachers (Bandits; with bows) One of 
  them has milk-white splotches on his hands. He 
  can touch people and heal them as Cure Light 
  Wounds once per day. He would fetch a high price 
  as a slave. He gains +1 use per day every 4 levels. 
  The poachers attack from distance and run at the 
  first sign of tough resistance, using their healer to 
  help them out whenever they are injured. May 
  stalk the party for days.
  [3] Autumn Golems (HD 3, AC 12, d6 Pitchforks)
  Two Autumn Golems from last year, really 
  showing their age. Made of cloth and stuffed 
  leaves, have a pungent dusty odor that makes lets 
  you surprise or avoid them easily. Servants of the 
  Wizard, extremely weak to fire.
  [4] Beastmen 1d12 (As Orcs, +1 to hit). If 
  approached quietly, can be heard making jokes 
  about Garma and planning on how they are going 
  to smash his statues the next time they patrol 
  around his camp. If you leave out alcohol and they
  find it they will gladly share it among themselves 
  and get drunk enough to sneak past.
  [5] Grizzly bear with inward sparked collar, mad 
  with pain and rage. Fights to the death.
  [6] Forest Witch (level 5 MU) with 1d4 charmed 
  goblin slaves. Casts Ray of Enfeeblement and 
  Charm, but knows other spells. Seems to want to 
  take over this forest as her own domain.
  Rival Adventuring Parties
  Roll d4
  [1] Worshippers of a far away cult named 'The 
  Segmented', each one of them (except Mary) has 
  at least a finger removed, believe this will grant 
  them a form of immortality.
  Gab the fighter. High strength (+3 to hit and 
  damage with melee). Has removed his earlobes.
  Sir Menta the fighter. Disgraced knight for his 
  religious beliefs, skilled rider, fights with horse.
  Teegon the Terrible (fighter). Extra HD and 
  carries several large metal stakes. Threatens to 
  crucify people against trees. Seven toes.
  Lim Sherra (fighter) uses a falchion and has high 
  quality armor (+2 AC). Scarification tattoos on his 
  face, hidden healing potion on his person.
  Mary the thief. One of the missing local girls, in a 
  whirlwind romance with Castil, doesn't want to 
  fight, hesitant to mutilate herself to join the cult.
  Castil the thief. Left foot removed with a secret 
  compartment containing 2d6 silver. Womanizer.
  [2] Group of Fortune seekers. Currently interested 
  in finding any lost members of the nearby town as 
  well as gold, to which the mayor has promised 
  them (and only them, not the player's party) extra 
  gold for their safe return. If you take the written 
  agreement of this, the party will get the gold 
  instead upon returning any lost villagers.
  Thunderson the Cleric. Leader of the group, 
  slightly unhinged worshiper of sky God. When 
  
  first hit and on deathblow, releases a bolt of 
  electricity dealing d4 damage to attacker.
  Kimar Ironsmith (fighter). Maintains equipment, 
  if friendly will restore party's equipment for coin.
  Neemis the Cleric. Young, optimistic acolyte of 
  Thunderson, follows the same religion. Can 
  channel electricity in his mace dealing +1d4 
  lightning damage. Thunderson is secretly jealous 
  of this ability and plots against the young acolyte.
  Old Man Meager (Magic User) Experienced and 
  unassuming old man who dresses as a guide or 
  commoner. The true brains behind the operation. 
  Prefers to cast divination or luck-based spells to 
  keep his profile low.
  [3] Forgotten men of the forest who have been 
  cursed with being lost here. Can guide the party to 
  any landmarks (ruined village, fountain, beastman 
  cave and camp), but cannot find the way out of the
  woods. They prefer to retreat and set up traps.
  Frankus the thief. Thick, calloused hands skilled 
  at picking pockets and disarming foes before they 
  can react. Leader.
  Tommnus the Theif. Runt of a boy, highly stealthy
  and skilled with bows. Surpringsly strong. 
  Younger brother of Frankus. Tommnus secretly 
  believes his brother hates him, Frankus actually 
  loves him and wants to protect him fiercely. 
  Amiya the Fighter. She wears no armor but has 
  high dexterity (+3) and is skilled with a short bow. 
  Uses a clouding poison (save vs poison or partially
  blinded for 1d4 hours).
  Loper the Cleric. Knows a technique to purify 
  food and drink; doubles effectiveness of the spell 
  if you learn the method either from him or from 
  his clerical notes. Secretly happy he is lost in these
  woods; his God thinks the lost are blessed.
  [4] Survivalists who wish to hunt and kill the dark 
  Wizard. They have a small caravan with them and 
  animals to draw it, but are constantly seeking food 
  and medicine for their animals and have to protect 
  them. Carts contains 2d6 minor treasures like 
  statuettes, books and luxury goods.
  Borus Min (fighter) owner of the cattle that drive 
  the caravan. Woefully unprepared for this duty, 
  barely keeping his group's morale in control.
  Balgram Kupe (fighter) extremely high 
  constitution (+5), trained by slave-gladiator 
  combat. Doesn't talk much, but apparently owes 
  Borus his life.
  Jager Gimbol (thief) Dashing rogue of middling 
  fame. Offended if you don't recognize him. 
  Worships a Goddess of fame and fortune, can 
  actually cast a single first level cleric spell a day, 
  but cannot turn undead or use other cleric powers.
  Penny the thief. Skilled with crossbow and 
  traps/devices. Constantly hen-pecks Borus and 
  threatens to leave the group if her demands aren't 
  kept. She is close friends and controls both the 
  caravan driver and two assistants in the convoy, 
  using them as bargaining chips. She 
  Imp-Fucker (magic user) Conjurer who summons 
  several demonic imps for battle. His name is an 
  unfortunate nickname that stuck after he got 
  caught doing something very wrong.
  Pou the Sorceress (Magic user) Young and 
  promising sorceress who is skilled in Evocations 
  and casting under pressure and combat. Craves 
  talking to a fellow colleague of the magical arts, 
  but cannot stand Imp Fucker.
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In the Wilderrness/Within_A_Dark_Forest_Encounters.pdf