While traveling, the party passes by a beautiful lake nestled between several mountains. As the continue along their path, they see a stone skip across the water, making nice little splish splosh noises. Over time they hear low rumbles of cheers and clapping, eventually coming upon a dock where banners and streamers fly from the up posts of the wooden structure.
At the edge of the dock, a Halfling winds up and skips a stone out into the lake, skimming it over the waters surface 20-30 times. He looks disappointed and dips back into the crowd. This repeats with various races and backgrounds until the DM is tired of describing rock-skipping.
It appears that the party has stumbled upon a monthly contest to see who can skip a stone the furthest. Use whatever group of individuals makes the most sense for your campaign.
The party is welcome to attempt to skip stones as well in the competition as the group is extremely welcoming.
To skip a stone, roll 1d10 and 1 percentage die (or a 1d100 if you have it) to see how many skips you got. If 80+ the town will explode into cheers, congratulating you for setting a new record. Anything below they will politely applaud and the winner will be Crombopulous Stonefoot, a stocky Halfling Barbarian.
The stone-skipping may be fun for the nearby town, but what they don’t know is that a group of Water Weird lurk in the lake and are getting tired of the stone’s skipping across the surface. The better the throw, the more likely they are to attack. If there is an 80+ throw, two Water Weird jump out of the lake and use their Constrict action on the individual that launched the rock.
Consider using Water Weirds in waves (ha! water puns) and having the townsfolk not worry too much about them initially (you can replace with other water creatures as well). It could look something like this:
- 2-3 folks skip rocks, one hits a big one, two Water Weirds appear and must be dealt with
- After the chaos subsides, more rocks thrown, low rolls, one Water Weird appears
- A third round takes place and five Water Weird erupt from the water to attack folks on the dock.
If the party is able to protect everyone on the docks that day, they will receive the Dock Rock, a rock that appears hefty, but is light to whomever is attuned to it, weighing only 1 lb. The rock is 100 lbs to all others and does 2d8 bludgeoning damage as a melee attack. If thrown horizontally it does 1d8 bludgeoning and if thrown from a height, add some additional damage from gravity.