TEXT: Peasant Village & Farmland Encounters
  Roll d20
  (1) You encounter a town in the middle of a major 
  religious ceremony. 50% chance for the ceremony 
  to be of the dominant religion in the area, else the 
  ceremony is unique to this town and is under the 
  authority of a villager cult. (roll on cult table).
  (2) Farm which seems to be busy with an activity 
  hilariously out of season. (Planting in the middle 
  of winter, harvesting in spring, sitting around 
  doing nothing during harvest time, etc.) If asked or
  questioned, the farmers will deflect all questions.
  (3) Scarecrow has gone missing from a nearby 
  field. Investigation reveals it has been animated by
  a local hedge witch and is violent.
  Scarecrow (1HD+1, AC 9, pitchfork d6, extremely
  weak to fire. Killing it gives you nightmares that 
  lower all your saves by -1 for a week. This can 
  stack if you kill multiple Scarecrows)
  (4) Small group of King's men ask the party if 
  they've seen a man, and pull out a small sketch of 
  him. They did, just a few minutes ago down the 
  road. 50% chance the men are not actual lawman 
  and are actually criminals OR cultists in disguise; 
  that man has slighted them in some way.
  (5) Small coin-purse found on the side of the road 
  with 3d6 silver pieces. If the party keeps it instead 
  of trying to find the owner, they will get a stern 
  talking to by an old woman who left it there on 
  purpose as a test. She has no special powers or 
  abilities, and will give nothing for the moral ones.
  (6) Some of a farm's animals has gotten lose! They
  ask for your help in getting them back;
  Roll d6;
  1. Four to six Sheep
  2. One very mean and ornery goose
  3. Bull or VERY pregnant cow
  4. Horse. 50% chance its a prized racing 
  horse for a nearby noble.
  5. Billy Goat. Has a spiderweb between its 
  horns with a poison spider.
  6. Bright Yellow Bat. It's harmless, but is 
  prized for its really valuable, weird milk.
  (7) Construction crew working on nearby 
  significant project. The crew needs nearby workers
  from the locals, but most of them are either neutral
  or negative towards the idea. The construction 
  crew asks you to gather supporters and they will 
  reward you handsomely. Roll d6 for building;
  1. Bathhouse.
  2. Public Granary
  3. Noble's Manor
  4. Wizard Tower
  5. Arena
  6. Ghetto (for another race)
  (8) You see several armored men with horses and 
  weapons doing battle in a field. If approached, 
  they say they are merely doing a historical 
  reenactment. There is no way to tell from a 
  distance and the peasants are panicking.
  (9) The local crypt has opened, spilling 2d6 
  skeletons or zombies out into the countryside. 50%
  chance the party has gotten here late and now they 
  could be anyone, just wandering around this 
  peaceful community.
  (10) In the middle of a gentle town's street, 2d6 
  men run up and brutally kill another equal number 
  of men, seemingly very skilled and also very 
  careful as not to hurt anyone else before running 
  off. All the victim's have the same cult insignia. 
  (roll on cult table for which one.)
  (11) Four men in white and black stripped robes 
  stop the party and demand they turn out their 
  pockets. If the party does not comply, or if the men
  see any objects made of silver (INCLUDING 
  coins) the party is cursed with an automatic failed 
  save the next time they would save.
  If killed and checked, the men have several silver 
  objects in black silk bags, as if to contain them.
  (12) Four wild hogs eating a horse, braying in 
  pain, in the middle of a muddy road.
  Hogs (2 HD, AC 10, gore d6, +1 to hit and damage
  on first round of combat. They get an extra attack 
  at the nearest party member on death.)
  Hogs are not cowardly, but won't attack unless you
  get too close.
  
  (13) Man in a tattered cloak asks to meet in a 
  tavern or alleyway. He asks the party several 
  quest-sensitive questions or personal questions of 
  a profound nature. He will get agitated if not 
  answered. If struck even once, turns into a pile of 
  rats and skitters away.
  If at least 3 questions are answered truthfully, he 
  shoves a bag of 10 silver in your hands. If at least 
  5 questions are answered, he gives the weirdest 
  looking party member a scroll with a unique spell, 
  if 7 questions are answered he gives the party a 
  magic map that has the names and locations of all 
  the local people of this town. If 10 or more 
  questions are answered he nods sagely, then 
  transforms into a swarm of rats and tries to kill 
  everyone starting with the most honest. 
  Rat Tail Spell- Level 3, Transmutation
  User grows a 3 foot long rat's tail that grants +1 to 
  all agility and balancing checks and AC vs ranged.
  Duration = Caster level hours.
  (14) Middle of town, a large house seems to be 
  missing, replaced with a huge sinkhole that leads 
  off to a dark crack into the earth. Locals try to 
  ignore it, but admit being afraid of horrible noises 
  coming from it at night.
  Within the hole one can find the original house, 
  surprisingly intact as if stolen from the surface. 
  Instead of the locals though they find something 
  else living in the house, who don't like guests;
  1. Goblins
  2. Gnolls
  3. Drow
  4. Kobolds
  5. Every object in home is animated, violent
  6. Hermaphrodite creature, heavily pregnant, 
  fusion of all original inhabitants.
  Hermaphrodite (4 HD, AC 12, attacks with 
  Kitchen knife d4, billyclub d6 each turn. 1 in 6 
  chance to do nothing on a turn, as if struggling 
  with itself)
  Regardless of the monster; the house has a few 
  trade coins and some carefully locked away cloth. 
  The cloth actually contains thread made of gold 
  which can be melted into 1d6 GP.
  (15) Young famer's wife screams on a nearby hill, 
  she is being attacked by a Chichevache, a creature 
  that feeds off faithful and honest wives. As such 
  the poor thing is starved nearly to the bone.
  Chivchevache (3HD+1, AC 14, bite attack d6, 
  trample d4. If it eats the woman it will gain +1 to 
  hit, damage, and AC, but she may still be saved in 
  its belly. Also gains +1 to hit against female party 
  members of good morales (not applicable))
  (16) Runaway cart! When walking up a hill, a cart 
  laden with all kinds of fruits or other goods will 
  come barreling down towards party members. 
  Anyone who doesn't dodge out of the way takes d8
  damage. 10% chance the cart is somehow 
  animated and at the bottom of the hill will turn 
  around to try and run people over again.
  Regardless of what happens a fat, cowardly 
  merchant will come after and apologize for what 
  happened, but will not offer compensation.
  (17) Small crate hidden nearby the road reveals 
  heavy set of armor and weapons. When discovered
  a man will tell the party to leave and threaten them
  if they don't keep this secret. Roll on the cult table 
  to see which cult it belongs to.
  In the night after the discovery of the crate it will 
  be used in a small skirmish between two farmer 
  cults in a nearby field. They will battle until some 
  amount of time has past or 1d4 people have fallen 
  on one side; the victor leaves the bodies and 
  weapons of the defeated for the defeated to 
  dispose of and take away. By morning the bodies 
  will be buried and gone. All of this can be 
  observed from a nearby hilltop.
  (18) Secret catacombs underneath the village that 
  stretches off to the nearby village. 50% chance for 
  a Thief character to spot the mark of the thieves or 
  assassins guild down here. Secret entrance that 
  leads to (14) and (19).
  The catacombs have wandering monster checks at 
  half rates. 50% chance of encountering a lantern 
  skeleton (stats as skeleton, with lantern) or a few 
  goblins that mostly just want to steal beer.
  
  (19) Goblins living in what remains of a large 
  cellar system dug between multiple houses and 
  grain-stores in the past with the houses above 
  totally removed and abandoned. Finding this place
  from above is very difficult, but the locals may say
  that there was once a few buildings here.
  The goblins are surprisingly not aggressive; they 
  mostly just want to get drunk and have sex with 
  each other. Bring them beer and they will tell you 
  all kinds of juicy info about the cults in the area, 
  the festivals, and the tunnel system they built, and 
  also hint at the Brownie trapped at (20).
  (20) Astute countryside manor tucked away off the
  beaten path from the towns and farms. Food 
  deliveries are made 3 times a week, the owner of 
  the manor also seems to own or control most of 
  the business around the area.
  The owner of the manor is also the leader of one of
  the two cults in the area, 50% chance of either. His
  cult is in the dominant position, especially with his
  money. There is an alter to the cult in the manor. 
  The manor also contains plenty of luxury items 
  and valuables, but the master will not allow 
  anyone inside unless they seem high class and 
  stow their weapons.
  Additionally; the grounds around the manor is 
  inhabited by a helpful Brownie (as Gnome) with 
  magical powers who will give dirt on the master if 
  the party helps him escape the walls. He claims the
  owner is keeping them here to force the plants to 
  grow bigger and better.
  Within the dungeon of the manor is a Rod of 
  Punishment; an extremely painful weapon that 
  deals 1d6 damage, the victim automatically loses 
  concentration on spells and similar, but this 
  weapon cannot deliver a killing blow.
  Secret Farmer Cults Table
  Roll here to determine Cults. Rules on cults; only 
  roll one cult, then each 'roll cult' has a 50% chance
  to be the same cult again or a new cult. Once two 
  cults are established all cult events are either one 
  or the other with equal chances or what makes 
  sense. Roll d6.
  [1] Black Ring Cultists. Believe in sanctity of 
  nighttime walks and drains. Members draw black 
  rings on walls and posts to show territory and are 
  obsessed with buried treasure. Their Insignia is a 
  black ring on a white piece of paper.
  Their power is to jump out of sight and then 
  appear at another nearby location, such as behind a
  wall and then above an alcove across the street.
  [2] Yellow Sheet Cultists. Believe in pressed 
  fabrics and cottons, hierarchy of color where 
  yellow is the king. Members always have wrinkle 
  free cloths and their beds are perfectly made. Their
  Insignia is a piece of yellow cloth, no matter how 
  small, often a patch on another outfit.
  Their power is snapping their fingers and causing 
  anyone nearby to drop the object they are holding 
  in their left hand. If they are using something that 
  takes two handed, it drops.
  [3] Egghood Society. Believe that eggs are a vessel
  to reincarnation; wish for their bodies to be sealed 
  in large iron eggs upon death. Stealing iron and 
  raising money to do this; have a secret burial 
  ground in cult headquarters. Insignia is a tiny 
  hammer with a spike; to break free of an egg.
  Their power is choking someone if they 
  concentrate on them, dealing d4 damage each 
  round. Requires eye contact.
  [4] Green Spiral Cultists. Believe that the amount 
  of life is only going up as time goes on; wasteful 
  eating and compost is actively making the world 
  more verdant. Their farmers grow extra food and 
  waste it, even steal food to compost and throw into
  the nearby woods. Insignia is a wooden whistle.
  Their power lets them exert minor control on a 
  nearby plant; usually to whack with a branch (d4), 
  or ensnare and tangle a foe.
  [5] Five Legged Stool Society. Believe in supreme 
  restrictions and utmost care at even rudimentary or
  everyday tasks. Members have spare tools and 
  parts all around their house, and have copious 
  guardrails around any and all heights. Insignia is a 
  spool of thread and a needle, usually in the pocket.
  Their power is to give themselves or an ally +1 to 
  AC and +1 saving throws against party; passive.
  
  [6] Red Glove Cultists. Believe in a guided hand 
  to everything; creation, luck and fate, every object 
  has a creator somewhere. Members subtly 
  manipulate events and people in towns, even 
  rearranging furniture can change the future. Their 
  Insignia is a red glove, sometimes too small to be 
  worn simply as a symbol.
  Their power is changing a small object, that can be
  hidden in a closed hand, into another object. Such 
  as changing a key into a nail or a note into a 
  flower. These changes seem permanent.
  Wandering Monsters Table
  Note; only roll on this table if you have angered 
  one of the local cults or they know you know of 
  them and they want to keep it a secret. Roll d4.
  [1] Cultist and 2 Cult Guards. They prefer to 
  attack at night and away from prying eyes. The 
  guards both carry 1d6 silver in coin-purses.
  Cultist (1HD, AC 11, ritual knife d4, has 2 first 
  level cleric spells each day, plus cult power.)
  Cult Guard (1HD+2, AC 12, sword or club d6, can
  block attacks to the Cultist to itself)
  [2] Three Cultist-Warriors. They always pray 
  before combat, and mumble religious chants under
  their breath when they fight. Run if spotted by 
  anyone other then party members.
  Cultist-Warriors (2 HD, AC 14, Swords, hammers,
  or spears d6, has cult power and +1 to hit)
  [3] Cult Hedge Mage. Has a small angry mob 
  (2d4) of villagers to fight for him; who are under 
  effect of Charm. The party is accused of a crime 
  with no proof or evidence. Sentence is death. 
  Villagers as bandits with improvised weapons. The
  Mage carries 1d4 gold worth of arcane resources.
  Cult Hedge Mage (1 HD, AC 10, staff d4, casts 
  first level spells)
  [4] Specially trained attack dogs. They look like 
  feral dogs, but there is no question they seek the 
  party and will only try to hurt them. Their teeth 
  have been filed into cruel points. Stats as wolf.
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In City & Town/Peasant_Village_&_Farmland_Encounters.pdf