Elder Scrolls DnD/Random Encounter List

Daytime= Nighttime=
 * 1) Ahead, you see some of the passersby part before a patrol of the Riften Guard heading the other way, looking like they own the streets on which everyone stands.
 * 2) Your route takes you down a confluence of streets at the fork of which stands a notice board. A pair of the Riften Guard standing at it slip hammers back into their belts and are on their way, leaving a new posting behind.
 * 3) You link up with one of the main roads across town, then turn onto an empty avenue as you cross over into the [DISTRICT NAME]. Ahead, you spot the purple sashes of two of the Riften Guard, hunched over a third figure, who looks to be an Argonian kneeling in the gutter. By the time they stop, one ripping a pouch from the Argonian's belt, you're close enough to hear one say, "Next month, don't be late, you old snake."
 * 4) Along your route, you cross through an alleyway and avoid the refuse that's been swept in there. Among this refuse is a bundle of filth which as you pass by moans, "Septim for a sick man?"
 * 5) Asking what made him sick leads him to tell he was, "bitten by a skeever, the size of a wolf it was!" Looking at his festering wounds, a DC: 10 Heal check reveals they do indeed resemble the bucktooth bite mark of a skeever, but too large to really be one.
 * 6) Crossing through a side-street, you hear shouts break out above the usual din of other passersby, and people ahead give way as someone clad in black cloth and a leather hood sprints your way. The next call you make out as, "Stop right there, thief!" a moment before a member of the Riften Guard appears, giving chase. Two more follow him, but they've fallen far behind.
 * 7) If they want to identify the thief, DC 15 Perception Check. If failed, they can at least tell they belong to the Thieves Guild. If passed, they recognize Kerys Saazbruk, a Dunmer woman who joined barely a month before Olan did.
 * 8) If they help her, she thanks whichever member of the party was responsible next time they're at the Clocktower, and asks for their help in a job she has planned.
 * 9) You find a way through the less-busy streets of a residential neighborhood when you come out onto an open street where a cluster of children all stand around, who turn to look as soon as they hear you coming. As soon as they lay eyes on you, every one starts running your way. If the party doesn't run: Coming up to you, they all begin shouting at once, "Excuse me!" Excuse me! Could you please help us?" If yes: One of the children points up to the eaves of the building they were standing in front of, and explains, "Thelen kicked the vosh ball onto the roof, and it got stuck up there. The mean old lady who owns the place won't get it for us. Could you?"
 * 10) Skill challenge: Either climb the building and add in Stealth when they see the old woman through a window, or knock and use social skills to be allowed in.
 * 11) Character-Specific
 * 12) If Sweets is in the group: You head up a side-road on your way and inconspicuously cross the street to avoid crossing paths with a patrol of guards when you hear a voice come from an alley you just passed. In a hiss too loud to be the discreet whisper it's trying to be, it calls, "Hey! Heeey! Sweets!" One glance back is all it takes. Sweets recognizes the disheveled, bloodshot-eyed Nord as Tobran, a customer in her side-trade. "I need sweets, Sweets. You've gotta help me out!"
 * 13) Tobran has failed to pay before. If Sweets refuses, he threatens to call out for the Guards. If she threatens him or asks about payment, he says he has an enchanted weapon he can pay with, but doesn't have it with him.
 * 14) If Olan is in the group: On your way, you have to cross a small square in which someone or someones have tended a little park, with modest gardens growing tomatoes and herbs which are just beginning to grow again after the winter. There are even a few benches, on one of which sits a bundled-up old woman tossing grain from a pouch to the crowd of chirping sparrows near her feet. As you pass by, one of the birds tilts its head to train its beady black eyes on Olan. It starts hopping after you, and begins chirping incessantly at what you could almost be sure is you.
 * 15) If Olan/Velothis speak with the bird: As soon as you whisper the incantation, the bird's squawks run together into something resembling language, at least to your ears. To the rest of you, it still sounds like noise. But to you, it squeaks, "This two-legs, it talk! Certain can, it know how! Know to help, maybe. No bring seeds, though."" The sparrow tells the speaker about the two-legs chopping down the forest, which it doesn't mind as there are plenty of trees, but their doing so makes the forest rumble too much for its liking, and they make so much noise when "shaggy thing from smallest hill" kills them. Maybe the party can make it quiet again? Wildlife Trouble
 * 16) Your path takes you through a wide square, at the center of which is a raised platform used for all manner of purposes, but today host a handful of locked stockades, which are occupied today with a few unpleasant-looking men and women, a member of the Riften Guard standing by on watch. A trough or two at the platform's foot are loaded with the spoiled produce a market vendor might've gotten a copper penny back for, and every so often a passerby tosses something up.
 * 17) Asking around reveals their crime to be banditry. Their stocks are DC 13 to unlock for anyone with tools.
 * 18) District-Specific
 * 19) Market: The Jarl's daughter is shopping in disguise.
 * 20) Waterfront: As you cross a part of the boardwalk over one of the canals leading into the city, you notice a group of children clustered along one side of the railing. With a second glance, you see each is wearing a smile and hefting a large rock. A third, and you notice a longboat approaching below. One boy raises his rock as it gets close.
 * 1) Waterfront: As you cross a part of the boardwalk over one of the canals leading into the city, you notice a group of children clustered along one side of the railing. With a second glance, you see each is wearing a smile and hefting a large rock. A third, and you notice a longboat approaching below. One boy raises his rock as it gets close.
 * 1) Following one of the main roads, the glow of torches burning in their sconces and candles filtering through townhouse windows illuminate your path enough you almost fail to notice when one pool of light creeps along the wall across from the next corner, but the sound of gruff voices and clanking mail tips you off. What are you doing?
 * 2) If they don't make a Stealth check or roll less than (Guards' passive perception): Four men and women of the Riften Guard round the corner ahead, and the one in the lead lays eyes on you. "You there! Halt!" he calls out. The city's curfew prevents most people from being out at night. Were the party trying and failing to hide? Do they use social Skills to talk their way through, or do they enter combat or run?
 * 3) Creeping down a side-street, you peer around the next corner and spot a trio of Guards staked out along the next block, standing in the well-lit pools created by the torches they've lit. You're about to duck back and figure out the shortest workaround when you hear one of the guards shout gruffly. A quick look is all it takes to tell it's not you they've spotted, but the hunched figure in a cloak stepping hesitantly backwards as the guards leave their post to accost them, leaving the road open if one was quick enough.
 * 4) d6 on who the figure is if they investigate.
 * 5) A drunk from the Sluices, late leaving a tavern.
 * 6) Middle-class from Northgate, late home from work.
 * 7) A noble out for less than reputable business.
 * 8) A fellow member of the Thieves Guild, a Nord called Dennis.
 * 9) Your footsteps echo off the cobblestones eerily in the dark, making you wonder sometimes if those you hear are your own. It's because of this you don't hear the man's approach until he turns the corner the same time as you do, (Party Member), and give you as much of a jump as him when you bump into each other. Roll against their Passive Perception. The startled-looking man manages, "S-so sorry." and walks on.
 * 10) If failed, discover later that some item of theirs is missing. They can check with local fences they know to recover it and perhaps find the thief.
 * 11) DM's choice.
 * 12) On your way, you opt to cut through a winding neighborhood by a series of side-streets, and in a minute you can no longer see any main road, only the next winding alley. Rainwater sluices from the eaves above you to wash filth down the gutters you try to avoid stepping in, when you hear a pitiful, inhuman shriek from the next corner. (Nature DC 10: The cry is that of a dog).
 * 13) If the party investigates instead of running away: Candle-light filtering through the curtains of a nearby window is enough to highlight the difference between brackish water and blood running between the cobblestones. The still, torn corpse of a dog lies half-protruding from behind a rubbish barrel. No sooner have you seen this than a cloaked figure rises from behind the barrel; even upright, however, they seem stunted, hunched beneath their shroud. A long snout peeks from beneath the hood and twitches, sampling the putrid air, before the figure shuffles quickly down the alley the other way.
 * 14) District-Specific
 * 1) DM's choice.
 * 2) On your way, you opt to cut through a winding neighborhood by a series of side-streets, and in a minute you can no longer see any main road, only the next winding alley. Rainwater sluices from the eaves above you to wash filth down the gutters you try to avoid stepping in, when you hear a pitiful, inhuman shriek from the next corner. (Nature DC 10: The cry is that of a dog).
 * 3) If the party investigates instead of running away: Candle-light filtering through the curtains of a nearby window is enough to highlight the difference between brackish water and blood running between the cobblestones. The still, torn corpse of a dog lies half-protruding from behind a rubbish barrel. No sooner have you seen this than a cloaked figure rises from behind the barrel; even upright, however, they seem stunted, hunched beneath their shroud. A long snout peeks from beneath the hood and twitches, sampling the putrid air, before the figure shuffles quickly down the alley the other way.
 * 4) District-Specific
 * 1) District-Specific

Later

 * 1) A building collapses. Investigating is sure to get them involved with the Giant Skeeverman who caused the accident and is lying in wait of prey in the debris.