Encounters in the Wilderness

What awaits once the heroes leave the roads and villages of civilization behind and venture out into the wilds? Animals, monsters, and nature, of course! Bring spare rations.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD) but most encounters can be applied to other climates than the forests and plains of Medieval Europe as well.

Elves that look suspiciously like Canadian Indians, or something.

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An old rune stone or similar monument from ancient times lies covered under moss and vines. Whatever is written on it probably stopped being relevant hundreds of years ago.
A lone cow wanders the wilderness, having gotten lost from its farm. It associates humans with feed and care and is likely to tag after the characters as they travel on.
The characters come across a large, ancient tree which has been uprooted and removed, leaving only the hole behind. What happened? Maybe some giant needed a new walking stick?
A shifty merchant has set up a trading post in a secluded dell, bartering his wares with a group of people or creatures that his own species normally refuses to trade with, or outright tries to exterminate. Trading quality weapons for furs and precious stones the merchant is making a pretty penny, but those weapons are bound to end up used against human settlers elsewhere sooner or later.
One or more heroes sneak out of camp to make out, fight, smoke illegal herbs, or just go to the bathroom behind a large-leafed bush. While thus preoccupied, and quite likely with pants around their ankles, our hero or heroes find themselves stared down by a rare, beautiful creature. Will they manage to lace up and move quick enough to capture it? Return to camp, pretending nothing happened? Bonus points for being snorted and scoffed at by mythical beasts out of the folklore appropriate to the campaign—the more magical and intelligent the better.

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