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I don't mean to be disrespectful, but
It's just an encounter with a moral component, and not too specific to a warzone.
I've consulted with the greatest writers in the land, and after many days of hard labor, I think I've rectified the situation.
19. Escorts for a cart/caravan are required. This is meant to secure a temporary peace (an act of good faith) between two armies. The contents are a secret, but at some point during the trip it becomes apparent that you're transporting slaves.
Do you secure the peace offering and try to fix things afterwards, or do you free the slaves and abandon helping such a distasteful situation?
More importantly, and the reason I say this, is that all of these encounters are meant to be for PCs who are doing something else. They aren't soldiers or hired guards, they're adventurers. Even more, they're adventurers who already have a quest, and who are making a very real decision about if they even have the capacity to accept new quests as they pass through the area.
Yes, I've GM'd before. I get it.
This makes a much more real and full world, where the PCs aren't the only ones solving problems, and in fact very clearly don't have the capacity to do lots of things they wish they could. They can't stay and help the villagers repair their wall, but someone else will, because there are other real people in the world who are working to better themselves.
Truly. I really do get it.
Instead of the PCs struggling against the evils of a world, it's the PCs existing in a world that has different sides already engaged in different struggles, which the PCs are only a small part of. This gives much more agency to the NPCs, which I think creates a more immersive experience.
I just want to point out that you didn't comment on the one about spilled grain. Also notable, your suggestion here:
The next village the PCs are planning on visiting, where they will stay the night, is entirely abandoned.
I'd defy you to find a campaign that that doesn't fit in. It's a fine suggestion, but it's also not war specific.
At a small village near the battle lines everything seems quiet, but several villagers act very nervous. Everyone is trying to rush the PCs through town.
This one also fits in any campaign, other than the few words mutated to fit your request.
So when the above examples (grain, hostages, literally just an abandoned village) weren't particularly tailored for war I added my suggestion because I figured a couple words wouldn't be such an issue.
Now, for the sake of re-railing and being mildly productive:
30) A town is under the brutal thumb of a group of soldiers and locals are being publicly executed and tortured. You find out that it's because a spy lived in the area and they assume the citizens know where he is (or that one of them is the spy.) Capture the Spy alive (or maybe convince them he's dead) and you'll save the remaining townsfolk.
[This could be solved many ways: tracking the dude and capturing or killing him, convincing the guards some unrelated body or a citizen they already killed was the spy [use some mcguffins], framing someone [especially with mindcontrol or ventriloquism spells], convince them new orders have arrived and the Spy is small fish, convince them he never existed.. etc..]
31) A truce with some defenders of a small fort has been established with carts of clothing and other supplies. All seems well; but coincidentally those in the fort are falling terribly ill.