TEXT: Fantasy Great Wall Encounters
  For OSR Adventures
  Roll 1d20
  [1] Great Storm rolls over the wall, trying to throw
  you off the wall or into it hard. One party member 
  may take a lightning strike (2d6 damage) by 
  holding up a metal weapon, which ends the storm 
  instantly.
  [2] This section of wall is painted in bright, 
  spiritual colors. Atop large wooden pools are three 
  Wall Shamans.
  On a Good Reaction roll, the Shamans will allow 
  you to pass unmolested. On a Neutral or Bad 
  reaction roll they will demand the party give them 
  sacred paint or else they will attack, even if you 
  don't have any.
  Wall Shamans (2HD, +2 initiative, +2 AC from 
  height, 1d4 pole damage, 1d6+1 painted swords) 
  Appearing; 3
  The Wall Shamans fight atop their long wooden 
  poles, impossibly keeping balance even as they 
  hop around on them and hit people with their 
  poles. If they touch they ground they say a prayer 
  and draw painted swords.
  [3] Wall Poachers. They are here to steal some of 
  the native wildlife that has grown on and around 
  the wall, to which there is surprising diversity.
  If reactions are Good, they offer to pay the party 
  for helping them catch one of the follow. If 
  reactions are Neutral or Bad they will instead tell 
  the party to turn back and not let them past their 
  'protected wall-park'.
  Creature they Seek (1d6);
  1. Golden Eagle. (eggs preferred).
  2. Wall Spiders, dog sized.
  3. Rare Wall Spiders, normal sized.
  4. Wall Goat. Butts people off with horns.
  5. Wall Shaman's pet mink. It's painted.
  6. Wall Dodo. They can turn invisible.
  [4] Unnatural brick-and-mortar 'cave' built in to 
  side of wall here. 50% chance for a great white 
  bear to be stationed within. Area is filled with 
  bones and two silver friendship amulets inside. 
  (Worth 1d6x5 gold each, if two people wear them 
  all rolls to aid each other get +1)
  [5] Living Echo inhabits this area. In order to stay 
  alive it needs people to 'speak' to it and keep its 
  booming voice going. Can selectively repeat what 
  people say to try and get them to converse with it.
  Living Echo (1 hit point, cannot be hurt except for 
  Silence Spell, which kills it or by starving it. 
  Thunderous Echo can deal up to 1d4 damage to 
  people who try to ignore it too long.)
  [6] Eunuch Architect examining part of the wall. 
  Carries a golden robe and a few treasures with his 
  horse, but is unsurprisingly a powerful Sorcerer. 
  Extremely proud of his horsemanship skills 
  though, not his magical prowess.
  Roll reactions; on a good or neutral roll he simply 
  goes about his business. On a bad roll he assumes 
  the party members are godless wall-hating 
  barbarians and he will attack them.
  If party has an Emperor's Writ (from [7]) he will 
  show them a secret method to ascend to the guard 
  towers, one located every half mile on the wall.
  Eunuch Architect (2HD, casts up to 5th level spells,
  d4 damage war fan)
  Can stand atop his horse and ride while casting 
  spells. His Magic Missile spell appears as golden 
  calligraphy that burns into his foe's skin, the words
  all being insults or racial slurs against that person. 
  Eunuch's Horse (2HD, horse, d6 trample)
  Not a gelding, surprisingly.
  [7] Huge cart travels along with hundreds of 
  official scrolls and paperwork in the back. One 
  Emperor's Writ will be left behind on the road.
  If returned the wagon driver will give the party 
  300 Gold, otherwise they can keep and use the 
  writ to their own ends.
  
  [8] Goblins hid nearby, coming out under cover of 
  night to scrap and lick at the lichen and moss that 
  grows on the great wall.
  Rolling this encounter and getting a bad reaction 
  means they want to spread your blood on the wall 
  to grow their 'crop'. Good or Neutral reaction 
  involves them staying hidden, but still attacking if 
  any party member touches their moss.
  Wall Goblins (stats as goblin but +2 to climbing 
  equipment, attack with hooks and chisels.)
  In combat they like to swing on ropes holding out 
  their chisels like jousters.
  [9] Monkeys living nearby and atop this section of 
  wall. They have stick fingers and like to steal 
  things, but mostly just to act cute to get food.
  If party members find their secret stash high up on 
  the wall, they'll find 2d6 rings and trinkets worth 
  20 gold each.
  [10] Immortal Idiot-Prince moping and crying to 
  himself. Wears fancy gold trimmed armor and a 
  shining spear.
  On a Good or Neutral reaction roll he will explain 
  his plight, that he went off on a campaign and 
  became immortal, but by the time he was returning
  home somebody built this huge wall in his path.
  On a Bad reaction roll, he just goes off by himself 
  and doesn't want to talk.
  Seems very stupid (50% chance he's on the right 
  side of the wall all along), but is a great warrior. 
  His armor and weapons are quite good and could 
  be sold for 1d6x100 gold to the right buyer. His 
  blood is also a potent magical reagent.
  Immortal Idiot Prince (4HD, +3 AC, d8 Golden 
  Spear deals +1 damage vs elves)
  Expert fighter, but very lonely and dumb. Will not 
  attack unless provoked. Get nervous and blushes 
  around beautiful women.
  [11] Fortress built as part of the wall here with 
  surrounding village. 1 in 6 chance each day the 
  peasant's revolt. When they 'revolt' they send 
  strongly worded letters to the baron and delay 
  paying their taxes a few hours. The baron's guards 
  respond by playing minor pranks and knocking 
  over fence posts around the village.
  If the party spurs them on they could create an 
  actual real revolt which would lead to many deaths
  on both sides.
  [12] Curious inlet set into the wall. Closer 
  examination reveals the wall was built around a 
  gigantic sleeping creature. Roll 1d4.
  1. Family of Giants snuggled together, 
  wearing pajamas. Troll sized teddy bear.
  2. Celestial Dragon, napping on the job for a 
  few hundred years, his boss won't notice
  3. Appears as huge pile of stones, actually 
  gigantic rock golem peacefully inert
  4. Hoard of Barbarians put under an eternal 
  Sleep spell, covered in bloody blankets.
  [13] Huge number of tally-marks dot this part of 
  the wall. Rival Adventurers are camped here, 
  challenging anyone that passes to duels. Roll on 
  the Rival Adventurers table.
  [14] Hundreds of wind chimes hang from the wall 
  here, the light twinkling sound attracts attention. 
  Roll for wandering monsters.
  [15] Chain gang of 50 slaves or criminals working 
  on building/repairing this part of the wall. They 
  are watched over by 15 Guards. 50% chance the 
  Guards are actually also slaves that killed their 
  captors and are pretending to be the guards to 
  passersby, like you.
  If the guards are normal then a reaction roll will 
  not be needed. Otherwise if the slaves have taken 
  over roll reaction, subtract -2 if you have the 
  Emperor's Writ. On good result they will ask you 
  to help them escape over the wall. On a bad result 
  all of the slaves pick up their tools and go about 
  killing you.
  
  [16] The clatter of horses and yelling in a foreign 
  tongue can be heard over the wall as though the 
  barbarians are coming; and over the top they go!
  These Wall-Riding Barbarians can ride up and 
  down the wall on their horses, who they've given 
  magic horseshoes and trained how to run up and 
  down the great wall. They are armed with bows.
  Wall-Riding Barbarians (1HD, riding horses, +1 
  AC and to hit, can ride up and down walls)
  Appearing; 1d6+1
  These barbarians are almost impossible to catch 
  since they can simply run back over the wall if 
  they. If any of their number are knocked off their 
  horses, the other barbarians will shoot arrows at 
  them as well to give them a quick death.
  Each barbarian has a sack of pilfered rubies 
  hanging from the side of their horse, each bag 
  worth 500 gp.
  [17] There is a well nearby and a feeling of 
  unease. 50% chance of a random encounter. If 
  true, increase the enemy's HD by +1. At the 
  bottom of the well is a helmet made of clay and 
  other strange materials, strangely unbreakable. 
  Grants +1 AC.
  [18] There is a second wall that stretches on for 
  about 100 yards built perpendicular to the first 
  one, as though trying to show it up, but it was 
  sadly unfinished. The space between is filled with 
  dead birds.
  [19] Backwater village of the empire still lives in 
  mud and stick huts, views the Great Wall as a God.
  Any declarations of the wall not being the end of 
  the universe or going on to encircle all of creation 
  will be met with a flogging. If you can prove you 
  can work with stone the villagers will offer you 
  rare fruits and banana-skin armor (stats as leather) 
  in return, but have little else of material wealth.
  [20] Floating koi pond. It hovers next to the wall 
  near the top, going along merrily as signal-fire 
  men feed the fish crumbs from their rations.
  Wandering Monsters
  Roll 1d6
  (1) Great Goat (3HD, 1d6 ram attack, knocks 
  targets back equal to damage x10 feet.)
  Appearing; 1
  Climbs on and defends his harem of ewes from 
  anyone who gets too close. Nearly elephant sized.
  (2) Wall Witches (1HD, +1 AC if touching the 
  wall, 1d4 hammers, casts Entangling Vines)
  Appearing; 2d4
  Crazed Witches trying to draw power from the 
  potent lay-line the great wall was built upon. Cast 
  Entangling Vines but the spell appears as a 
  sandcastle that appears around your feet, 
  preventing movement. Beat people up with 
  hammers who entangle.
  (3) Hill Giant (2HD, +2 to hit due to size, throws 
  d8 boulders and d8 tree club)
  Appearing; 1 or 2
  Hill Giants examining the wall closely, learning 
  the secrets of human architecture. Possibly 
  sexually attracted to the great wall.
  (4) Quarry Bandits (stats as bandit, but one carries
  a giant quarry stone on his back granting +3 AC)
  Appearing; 2d6+2
  Bandits looking to steal the best bricks from the 
  great wall for their own wall. Terrified of the wall 
  collapsing on them.
  (5) White Lion (2 HD, +2 to hit, 1d6+1 claw, can 
  change its gravity.)
  Appearing; 1d4
  Great white lions that can change the direction of 
  their gravity on a solid surface. They're laying on 
  the side of the great wall, enjoying the sunlight.
  (6) Roll on Rival Adventurers Table instead. 
  Typically they will already have had some treasure
  of their own, or will argue with the party about 
  who should take the treasure from the next area. 
  Typically not interested in working together.
  
  Rival Adventurers
  Roll 1d4
  (1) The Underminers. Armed with pickaxes and 
  lanterns, pet canary that can detect magic at will. 
  They like to destroy huge building projects. When 
  discovered they will more then likely be already 
  starting to dig.
  Alfrid Alfris (Fighter)- Leader. Uses two pickaxes 
  at once like an idiot. Actually has 18 Str and Int. 
  Mining and digging expert.
  Zol Manill (Cleric)- Worships the Humming from 
  Below, a God of unseen depth. Replaced turn 
  undead with a localized earthquake power.
  Lantern (Rogue)- Young boy without a name, 
  abandoned near the wall long ago. Appears 
  unarmed, actually has a dozen knives on him.
  Garl (Fighter)- Has the head of a chicken, he was 
  cursed for running from a fight. Has d4 peck 
  attack along with his d6 pickaxe.
  Tholis Umdar (Fighter)- Studded belt, huge 
  tongue piercing. Doesn't talk much. +2 AC
  Yellow the Brave- Pet canary. No class levels, but 
  can detect magic at will. Often chirps as though 
  speaking, Underminers try to figure out what it 
  means in Lassie fashion (What's that boy? Garl fell
  down a mineshaft?)
  (2) Seekers of the Shards of Fire. All of them are 
  sun worshipers, trying to find a piece of 
  crystallized sunlight to rekindle the dying sacred 
  flame of their church. Have nothing to do with the 
  great wall at all, this is just one stop for them.
  Zack (Cleric)- Leader. All his light spells are so 
  powerful he can blind people or deal 1d4 damage 
  to them without a save, his choice. 
  Eater-of-Chaos (Cleric)- Convert to the sunlight-
  religion. Tattooed face, vow of silence. His bite 
  deals 1d12 damage to Chaotic alignment.
  Mellannia (Rogue)- Steals from the rich and gives
  to the church. 50% chance she pickpockets a few 
  gold from the party members, which she will wave
  to antagonize them.
  Uther Bearskin (Fighter)- Literal bezerker. Upon 
  going down to 0 or negative HP transforms into a 
  rabid bear that will attack anyone, but prefers 
  attacking others before his own group. He's 
  looking for a cure for his condition. If he turns he 
  can't ever turn back.
  (3) Graffiti Group. Mystics who examine graffiti 
  to try and find the secret words of God hidden 
  within the vandalism.
  Illthan (Magic User)- Leader. Hundreds of scrolls 
  of parchment on his back, filled with the scrawling
  of random numbers generated from rolling his die 
  over and over. He believes a Demon of the number
  5 is possessing his dice. 50% chance this is true
  Rackus Feewinkle (Rogue)- Selfish prick, but 
  loyal to his group. Likes to stab people in the 
  kneecap, it's his favorite spot. +2 to hit.
  Medee the Scratch (Magic User)- Pet Raccoon. 
  Wishes she was a raccoon. Wizard but really 
  skilled with knives, compete with Rakus. +1 to hit.
  Finnus Noodlearm (Magic User)- 4 Str total 
  weakling. Makes up for it in magic power- all his 
  spells deal +1 damage, +1 saving throw difficulty
  Copius Crescott (Cleric)- Casts Clerical spells but 
  most of them are hidden knoweldge he stole from 
  his temple elder's years ago. On the run since.
  (4) Meagan's Band. Generic adventuring group, 
  believes every other adventuring group is evil and 
  calls them lawless criminals.
  Meagan (Rogue)- Crossbow user. Witty, solves 
  any riddle put before her. Likes to open combat by 
  getting her friends to distract, fires a crossbow at 
  the enemy's head.
  Gibbler Gold-Band (Magic User)- Tremendously 
  fat, but thin little dainty fingers. Loves to wear 
  gold rings, currently wearing 15.
  Pothus (Fighter)- Human, but thinks elves are the 
  greatest race in the world. Fights with multiple 
  identical slender longswords. When he rolls max 
  damage his sword gets stuck in the armor of his 
  enemy, reducing movement, and he just draws 
  another sword.
  Yanni (Rogue)- Young initiate of the golden 
  dragon temple. Meagan's Band is helping her 
  become a Cleric, but she must make a pilgrimage 
  to the end of the wall first. Easily winded, fights 
  with a scepter that deals +1 damage to undead.
  Javvir (Rogue)- Stunted small male, speaks in 
  squeaky voice. Actually is a humanoid rat person. 
  Excellent sense of smell, fights with a hidden 
  rapier on a spring, deals +1 damage first round.
  
SOURCE: textdata/thevault/Tables & Charts/Encounters/Fantasy/On the Roads/Fantasy_Great_Wall_Encounters.pdf