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Random Encounters

Part of adventuring involves dealing with the unexpected, from a lucky item at a street vendor to an encampment of vicious beastmen blocking a mountain pass. The following series of tables are provided to assist and inspire the GM when improvising encounters.

The GM might decide for example that exploring a certain patch of wilderness is dangerous and impose a 30% chance of a random encounter every 8 hours. If a random encounter is triggered, the GM rolls twice on the relevant table, and chooses the encounter which best fits the situation.

Travelling at night is generally more dangerous than in the day. Many monsters can see in the dark, while adventurers are limited to the radius of their torch, lantern or light spell (which also acts like a beacon to some predators).

Starting Distances

The GM may nominate encounter starting distances or use the table provided below. Note the table distances are based on daytime activities and assumes various obstructions cause the parties to first notice each other at (relatively) short distances. Unusually poor visibility or an abundance of hiding places may further reduce starting distances at the GM's discretion.

ENVIRONMENTSTARTING DISTANCE
Settlements, Ruins2d6 x 10 ft (20 - 120 ft)
Forests, Jungles, Swamps, Subterranean2d6 x 10 yards (20 - 120 yards)
Hills, Mountains4d6 x 10 yards (40 - 240 yards)
Deserts, Plains, Arctic ranges, Lakes, Rivers8d6 x 10 yards (80 - 480 yards)
Ocean2d6 x 10 yards for a shark fin or similar, or 2d4 miles for a ship

Generally speaking, the earth's curvature at sea level creates a sea horizon about 3 miles distant. The higher you are, the further you can see. From an 18 ft ship deck a person might see up to about 5 miles, or 7 miles from a 36 ft crow's nest. From a 1,000 ft tower or mountain, the sea level horizon is at about 40 miles. Obviously large objects higher than sea level (such as hills, etc) can be seen at longer distances. Note 1 yard (0.9 m) = 3 feet, and 1 mile (1.6 km) = 1,760 yards = 5,280 ft.

Random Encounter Tables

The Cities, Towns & Villages table has 50 entries that are almost all non-combat encounters. The other tables have 20 encounters, divided up into approximately 70% "monster" encounters, 15% hazards and 15% side trek seeds. An encounter with monsters need not necessarily lead to combat however. GMs might make use of the Reaction table (p.224) or otherwise introduce the NPCs in a way that allows adventurers to run away, attempt stealth, engage in parlay, and so on.

Similarly, a street encounter with a repugnant noble might start off with witty banter but conclude with deadly combat. Or a hazard such as a rockslide might be detected by an experienced wilderness ranger and circumvented altogether.

Aerial

1Hurricane strength winds force the party to remain on the ground for 4d6 hours. Check for random encounters in the relevant area.
2A once a millennia full solar or lunar eclipse occurs, turning the sky pitch black. PCs exposed to the sky at the right time have their fates altered by otherworldly forces extending their influence through the Veil (50% chance gain or lose 1 point of Luck).
3Another flying ship, mounted adventurers/guard patrol, or a single flying sorcerer appear on the horizon, taking up a heading to intercept the PCs.
4A flock of bats flies through or over the party, chasing insects. A random PC is accidentally struck by a bat or their droppings, requiring a Luck (Con) save to avoid a random disease.
5A flock of 2d6 Griffons fly around the party's ship, playing some kind of game, or attack them if they are riding flying mounts (or are powered by personal flying magic).
62d4 Giant Wasps are conveying 1d6 paralysed humans back to their nest. At least one captive has regained movement in her face, giving the party a desperate look as they buzz by.
7The haunting song of 2d6 Harpies can be heard on the wind before they descend from the clouds, appear from a mountain top, etc. They attempt to beguile at least one PC and lure them back to their lair (to be their plaything, and eventual meal).
82d6 Dire Bats can be heard screeching in the night sky before they appear, swooping around the PCs as they decide who to target. Their plan is to grab one or two of the adventurers, then escape back to their colossal cave to devour them.
93d6 Giant Eagles with humanoid riders approach from across the skyline, signalling an intention to parlay.
10A large 10 HD Air Elemental takes up a course parallel to the PCs, curious about what they are, and what they're doing. It is not inherently hostile, but will attack if spooked.
11A Manticore is hunting in the area, looking for a fresh meal. There is a 30% chance the beast is an ancient 20 ft behemoth with 15 HD (Boss Monster). It has a limited vocabulary, but might spare the party for one of their mounts, or some other valuable trinket that takes its fancy.
12A stowaway is discovered aboard the PC's ship, or 2d4 Xornlings (60%) or Treasure Ticks (40%) in a random PC's backpack or coin pouch.
13Tainted air currents carry an unsavoury tang, spreading the spores of a rare windborne disease strain. Each party member must make a Luck (Con) save or contract a random disease.
14The party has unwittingly entered the hunting grounds of 1d4 Wyverns, whose lair is nearby. They are highly territorial, and will attempt to destroy or drive off any intruders.
15The PCs' ship, mounts or flying magic falters, disrupted by poor maintenance, sabotage, sickness or a tear in the Veil. The party are forced to land and lose 1 day's travel. Checks might be required to make repairs, cure illnesses, etc at the GM's option.
16A terrifying 40 ft Roc, with a 100 ft wingspan, blacks out the sun or moon before diving from high altitude. It is determined to eat at least one of the PCs before moving on.
17A solitary bat follows the party. It might simply be curious (30%), a trained pet that has lost its owner looking for a new master (50%), or a vampire hoping to ambush one of the PCs during a moment of isolation (20%).
18A heavy dust storm blows in, turning the sky red grey with fine silt. Breathing becomes difficult (even with a mask) for those above deck or riding mounts. A Luck (Con) save is required to avoid losing 1 point of Con.
19On a high mountain peak, an ancient spire juts toward the sky, its jade tip reflecting the sunlight. A cold iron door marked with forgotten runes can be found at the base. There is a 50% chance of a Genie guardian.
20On the horizon, an unnatural cloud system is forming high above. Forked lightning flashes around a swirling, central vortex, drawing in nearby cloud cover. Even at this distance, a slight tugging force can already be felt.

Cities, Towns & Villages

1-2Two farmers, Mort and Jeraal, brawling over livestock, foodstuffs or cotton.
3-4A con woman by the name of Doska is inviting marks to gamble on a cups and balls game. She is highly skilled in sleight of hand.
5-6A gaggle of ducks, chickens or other fowl scatter across the street, causing havoc. There is a 50% chance a pick pocket, Riva "Homeslice", takes advantage of the diversion.
7-8A noble, Lord Ibrenon, trots by on a white charger. He is terribly arrogant and jostles aside anyone who doesn't immediately get out of his way. He remarks that his horse eats better than the adventurers before he departs.
9-10A long haired bard with a handlebar moustache, Artur Excelsior, offers to make a ballad about the party's exploits (for a reasonable fee).
11-12A merchant, Egbert "sell me own mother" Cruthers, is selling an assortment of weapons on a gilded table in the street, watched over by his muscle, Juke (Fighter 4). For the discreet inquirer, he might also have access to more specialized gear, such as hidden sheaths, spring-blade pommels, caltrops, lockpicks and knife boots.
13-14The Screaming Goat Tavern is well known for its exciting bar fights, and today is no exception. 5d6 drunken brawlers have spilled out onto the street, spreading fists, feet and headbutts like wildfire.
15-16Alchemist Gusterro the Improbable ("Gus") is hawking fire pots stacked up by the half dozen. Mid way through his sales pitch, a guard patrol appears at the end of the street. Gus quickly scoops his pots into a sack and replaces them with undergarments instead, giving any potential customers a knowing wink.
17-18At a very inopportune moment, a chamber pot is emptied from the second story of a boarding house. One traveller must make a Dex check or be doused in human excreta.
19-20A herd of cows gets spooked by a terrific thunderclap and is about to stampede.
21-22A young woman yells "Fire!", pointing frantically at a nearby building. Billowing smoke is beginning to issue from the ground floor and cries are heard from the upper window. The nearest well is several blocks distant.
23-244d6 guards patrol the street, eyes wary for pickpockets. If it's a slow day, they might accost any strange or dangerous looking adventurers, inquiring as to their business, the duration of their stay, boarding house and whether they have any information they wish to share with the authorities. Impolite or cheeky responses are unlikely to be well received.
25-26A trio of axemen are selling firewood and kindling. They haven't noticed that one of the split logs is hiding a tiny fey behind a hinged knot.
27-28Oleg Arkoza, a potion maker of some renown and very rarely seen outside his laboratory, is speaking with a noblewoman on the street. Arkoza is very choosey about his clients. Perhaps this is an opportunity for an introduction.
29-30A falconer, Ms Ellia, is selling an assortment of hunting birds.
31-32A funeral procession winds slowly down the street, including pall bearers, priests, and sorrowful relatives.
33-343d6 thugs of rival gangs clash over turf lines, stabbing at each other with knives and hatchets. Lingering witnesses, or anyone who attempts to intervene, is also set upon. Whatever the outcome, the surviving leader, Udan the Slip, does not forget.
35-363d6 starving rats skitter from a dark alley, attempting to bite chunks out of a busking street kid by the name of Totha, just 20 ft distant from the travellers. Totha has a great knowledge of the settlement's back roads and safe houses.
37-382d6 officious clergymen and devout sisters accost the travellers, berating them for their wicked ways of violence and greed. They threaten natural disasters and eternal hellfire if the party does not recant.
39-40A shrill scream issues from a nearby alley. Glancing inside, three thugs can be seen beating on an overdressed merchant by the name of Shuba Sendarran. Shuba is in debt to a local gang, and they want to make an example of him.
41-42A 3d6 member performing troupe has gathered a small crowd here. The troupe has knowledge of the local region. There is a 30% chance of pick pockets working the crowd.
43-44A pigeon pie seller, Ghirk Galak, is on the corner. Ghirk is a little known street informant.
45-46An elderly farrier, Ugalos, is mending horse shoes in a half barn. His wife has passed and he has no children, and he wishes to pass on his lucky shoe to a deserving stranger. If the travellers impress him, he gifts it to them. The shoe is indeed fortuitous, and restores 1 Luck at a time of the owner's choosing once per adventure.
47-48A magistrate is presiding over an execution in the square. Three middle aged criminals are to be hanged. A small crowd has gathered. 3d6 guards are in attendance, along with the burly, hooded executioner. There is a 50% chance of a rescue attempt by related ne'er do wells.
49-50A pile of dead, plague ridden bodies are stacked in a side alley, covered in sheets. One body has rolled off the pile, an ornate bracer still clasped to its arm.
51-52An old crone, Madame Eshorri, is reading the tarot on a rickety table. The woman is in fact a genuine soothsayer and channels the fates. Any traveller having their fate read has an even chance of either increasing or decreasing their current Luck by 1 point.
53-54A blood moon (lunar eclipse) occurs, with many folks invoking strange, superstitious rites to ward off evil, such as driving away any cats, lining their doorways with salt, marking the forehead with blood, carrying obvious silver, and so on. There is a 50% chance of a Lycanthrope hunting tonight in an especially ferocious manner.
55-56An elderly street dog with a grey snout and one eye takes a liking to one of the travellers, and begins following him or her around. The dog is actually a canny and ferocious fighter. If befriended, the dog will fight to protect its bipedal pack mates.
57-58A miserable, driving rain falls, making the road slippery and riddled with deep puddles.
59-60A plague of mimes has descended on this street. Their mute performances range from poor to painful.
61-62A riot has broken out in this square and adjoining streets. 2d100 furious dock workers or other labourers have taken up arms against their guild leaders and the town authority that supports them. The riot is reaching a crescendo such that the 5d6 guards will shortly lose control.
63-64A beautiful man (Aros) or woman (Odea) walks by, drawing the eye of local admirers. He or she is a skilled actor and impersonator.
65-66A middle aged merchant named Thelsa is selling books and maps from a covered stall. She is also an excellent forger and produces false party invitations, letters of introduction, identity documents and so on for discreet clientele.
67-686d10 members of three rival parties (barbarian clans, street gangs, religious orders, mercenary companies) have broken into a massive fisticuff, turning the street to chaos. No-one has drawn steel yet, but things are escalating quickly.
69-70A whipcord teenager with red hair (Bjernvin) sprints towards the travellers clutching a pouch. 50 ft behind, a portly stall keeper (Yornic) struggles to keep up, yelling "Thief! Thief!"
71-72A young man (Carrex, a noble) in fine clothing staggers in a cluttered alley and collapses. A pool of blood quickly forms beneath him.
73-74A skilled hypnotist, Alal the Mysterious, is performing a show for a small crowd. In addition to his mundane skills, Alal has recently learnt to cast Charm Person once per day.
75-76A deafening explosion rocks the surrounding area, causing tables to shudder and clothes lines to snap. A thick plume of smoke billows from a nearby tower.
77-78A small monkey has escaped her enclosure and springs from behind a barrel, wriggling into a traveller's backpack to hide. A handsome but furious travelling performer appears moments later at the end of the street with a small net, obviously searching for something.
79-80Two elderly men (Sodan and Mitro) sit opposite each other playing chess outside an inn. Their glasses are empty and they do not speak, but they smile as they study the board.
81-82A fog (50% light, 50% heavy) rolls in off the docks or adjoining land. There is a 70% chance of a lone Will o' wisp following it at dusk.
83-84Two horses, carriages or chariots are racing down the street, two young nobles from opposing houses at the reins.
85-86A body crashes to the ground in front of the travellers with a horrendous thud! Looking up, 1d3 humanoid shadows can be seen making a quick getaway across the rooftops.
87-88The elderly merchant Castin has a single glass orb on his table stall. A number of potential customers inquire about the item, but are quickly turned away. If the travellers inquire, Castin says "The orb is not for sale, but it is time for me to part with it. The real question is, are you the one the orb waits for?"
89-90A religious zealot is preaching from atop a wooden stool, inviting passers-by to prepare for the end of days, repent, welcome the Old Ones joyfully, etc.
91-92A town crier is ringing his bell and declaring "The duke is dead!"
93-94A procession of 3d6 priests and other religious officials makes its way down the road, offering blessings and scripture to interested passers-by.
95-96The diminutive tax collector Master Cruxus, bearing the mayor's seal, makes a bee line for the travellers and asks to see their weapons & armour licences.
97-98A thin looking tabby cat meows at one of the travellers, moving close to brush against his or her legs if given the chance. Both of the cat's ears have been cropped. If befriended, the cat becomes extremely loyal and has excellent hearing, eyesight and instincts for danger. He is happy to nap during the day and stay up at night, keeping watch over his human.
99-100A blustering wind is blowing today, knocking light objects off tables and sending leaves and dust swirling across the ground.

Deserts

1A swarm of cursed scarab beetles burrows up from beneath the sands, seeking to infest the party's food, bedding and clothes. Each traveller must make a Will check or reduce their current and maximum Luck by 1 point until the curse is lifted.
2An oasis with a watering pool and shady palms. The water is bitter but non-poisonous. There is a 60% chance of lurking predators (2d4 Giant Crocodiles (70%) or 1d6 Giant Scorpions (30%)).
3A powerful sandstorm sweeps through the region. All travellers must make a Luck (Con) save or suffer 1d6 damage and 1 Con loss.
4The unrelenting heat threatens to overcome even the most careful explorer. All travellers must make a Con check or suffer 2d6 damage.
54d6 Skorn raiders (60%) or 2d6 Urgot with an Urgozer (40%) have camped nearby, their tracks obvious. There is a 50% chance the humanoids are downwind of the party and have detected their scent.
63d10 Human Berserkers (60%) or 3d6 Bandits (40%) are looking for an easy raid.
73d8 animal headed humanoids (Jackal, Lion, Hawk, etc) wait for the travellers on a high dune or rise. They are guardians of a sacred site and will seek an offering from the party as a tribute before they permit passage (as Skorn, but 3 HD, Int 11 and speak common, with senses of the relevant animal. They might also be Lycanthropes).
82d6 Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%) are exploring this region. The odd clicking noises of their mandibles can be heard before they appear over the next dune.
92d4 Giant Scarab Beetles (as Fire Beetles but jet black) playing in the shadows of high dunes.
10A 20 ft statue of a many headed serpent is half buried in the sand nearby. 1d6 Giant Serpents, and 1d4 Serpentmen Hybrids (Ssurlocs, 40%) have made a pilgrimage to the site, and are resting in nearby ruins.
11A Desert Bulette bursts from the sandy drifts, intent on swallowing a PC before burrowing beneath the wastes.
121d6 Giant Scorpions crawl out of the sand, hoping to ambush their prey from behind.
133d6 Cyclops raiders are on patrol, ranging from a nearby oasis that they control. They might have a pet Wyvern with them (30%).
14An Air Genie or Fire Genie guards a sacred site, most likely an oasis, ancient battlefield or cursed altar or rock formation. It demands a tribute (gold, gemstones, item of personal value) or a test (riddle, moral quandary, entertaining ballad) from all who seek to pass.
15A destructive Fire Elemental ranges here, seeking to set everything flammable on fire; 10 HD (70%) or 15 HD (30%).
16A desert Hydra prowls these wastes, digging a temporary burrow each day before it goes hunting at night. It leaves enormous tracks in the dunes or other wastes.
17A Purple Worm hunts in this area, erupting from below to engulf its next meal. Large collapsed tunnels, circular and 15 ft wide, warn of its presence.
186 ft columns of salt rise from the sands, shedding wispy trails in the desert breeze. Despite the winds, the columns do not shrink or deteriorate. Ancient weapons and shields can be found half buried around the base of some of the columns.
19A recent tremor or sandstorm has unearthed a humanoid statue with three beetle like heads holding a whip aloft. Beside the statue, carved steps from a previous age descend into a dark tunnel of worked stone.
20A rocky outcropping rises from the sand, stretching 40 ft high to form a small plateau. Hand carved steps circle up to reach the top. At the uppermost edge, stones have been placed in small piles at irregular intervals.

Jungles

1Poisonous vines or mind altering fungi spores, causing all travellers 1d6 damage and inflicting a moderate madness for 2d4 days. A Luck (Con) save resists.
2A cloud of biting insects carries a rare disease. The adventurers must make a Luck (Con) save or suffer Weeping Limbs disease, causing nails to emit yellow puss and flake off (1d4 Dex loss over 1d3 days). An apothecary with the right healing herbs might be able to cure or delay the disease.
3Pit traps with spikes, set by cannibals or territorial skorn, causing 1d8 damage or alternatively tree snares suspending travellers 6 ft in the air. A Luck (Dex) save resists.
45d4 Projectile Leeches lurking in the trees waiting to pounce (50%), or 3d6 Urgot (50%) with an Urgozer (30%) concealed behind a thicket of trees and vines.
55d6 Skorn are making a loud racket, crashing their way through the vegetation. There is a 50% chance the skorn are upwind and have caught the party's scent.
65d6 Man Eating Monkeys are in the trees, stalking the travellers and hoping to drop upon them unawares (ideally when they sleep).
72d12 Giant Centipedes are crawling through the undergrowth, looking for a warm body to implant their eggs into.
82d6 foraging Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%), suddenly emerge from behind a cluster of 8 ft, broad leafed aroids.
9A wild boar comes crashing through the undergrowth, thundering past the party at high speed. A few moments later, 2d4 Tigers (50% chance of 1d3 cubs) suddenly emerge in full stride. There is a 50% chance they abandon the boar and decide to eat the PCs instead.
105d6 Flesh Eating Vines (AC 12, 1 HD, 1d6+1 damage plus grabbed, Str 14) are growing here. They keep perfectly still until the party are amongst them before surging to life, desperate to strangle them and absorb their nutrients.
11A nest of 1d6 Giant Serpents is located in the roots of some huge strangler fig trees. Their Serpentman (Ssurloc) handler might also be nearby (30%).
12A band of Serpentmen (3d4 Hraarsk and 2d4 Ssurlocs, 10% chance of a Noble (Razkarrt)) are navigating through this area, on the way to a ley line junction.
13One or more Sabretooth Tigers have been tracking the party for the last two hours, and are about to spring their attack (70% solitary hunter or 2d4 pack, including some cubs).
142d6 Giant Apes (see Owlbear variant) are lounging beneath some towering kapok trees. They are fiercely protective of their territory.
15A ravenous 40 ft Tyrannosaurus Rex is rampaging through the area. It makes a lot of noise before it arrives, and smaller creatures such as boar and monitor lizards flee before it.
16A Hydra lairs here in a subterranean cave or pool with a clutch of recent hatchlings. They are very hungry.
17From the east comes the sound of hundreds of tribal drums (50% human cannibals, 50% skorn).
18A 15 ft stone statue, carved in the likeness of a hybrid serpentman, stares imperiously, its fanged jaws agape. The base of the statue is wrapped in vines, but the plants appear carefully tended rather than overgrown.
19A wooden hut is set into the branches of an enormous kapok tree high above. Vines twisted into knotted ropes hang down to 9 ft above the jungle floor.
20The crack and crash of great trees being broken and hitting the ground echoes from the west. From here, distant treetops can be seen bending or buckling as something truly colossal makes its way through the jungle. A humanoid scream begins and is quickly cut off.

Forests & Woodlands

1Poisonous trees, vines, undergrowth or noxious spores, causing all travellers 1d6 damage and 1 Con loss (50%) or a serious madness for 1d6 days (50%). A Luck (Con) save resists.
2A branch of deadwood falls from a diseased tree, causing 1d6 damage to a single traveller. A Dex check resists.
3A female barbarian (Iriti) is struggling against a tree snare that is suspending her 10 ft in the air, setting off some wooden chimes. In 2d4 rounds the 2d6 Ogres that set the trap arrive to investigate.
45d4 Giant Rats (70%) or 3d4 Dire Rats (30%) are scavenging here, snuffling about. If the party are being noisy, they hide in the shadows. The giant rats try to snatch any food in the party's backpacks, or take a bite out of an arm or leg, then flee. Dire rats try to drag one of the party away.
54d6 Skorn (60%) or 2d6 Urgot with an Urgozer (40%) are camped here at a small pond. They are in a foul mood, having failed to catch any food today. Perhaps their luck is about to change.
6A flock of 3d6 Vampire Bats are hanging high in the trees, making the occasional flutter with their wings. They watch the party warily, but do not attack unless the travellers are sporting obvious, bloody wounds.
7Wolf howls fill the air an hour before a pack of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%) appear through the trees, surrounding the party. The alphas know the weakest of the pack are near starvation and won't leave without something. They might be appeased by throwing food, or horses, at them.
8Thick, sticky webbing covers the ground and lower branches of this heavily wooded area. In the shadows of the higher branches, 2d4 Giant Spiders are lurking.
9A giant ant nest is beneath the earth nearby. 2d6 scouting Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%) can be heard chittering beyond some nearby trees. Starting a battle here will draw more ants from the colony.
102d4 Fire Beetles are laying eggs here in the undergrowth. They do not wish to be disturbed and will drive off any curious interlopers.
111d6 Giant Serpents are slithering through the undergrowth or winding through branches in the trees. There is a 50% chance they have spotted the party and try to ambush them. Otherwise, their hissing can be heard before they are seen (Perc (Detection) check).
12A curious creaking and scratching noise can be heard in the next swath of trees. A towering Owlbear (50%) or mated pair (50%) are itching their backs on massive tree trunks.
13Small black and white mushrooms foreshadow an enormous, two ft mushroom with red spots growing in this darkened corner of the forest. There is a 50% chance the giant mushroom puffs out a cloud of spores, requiring a Luck (Con) save to avoid a serious madness for 1d6 days.
14During the night, 2d6 pitch black Shades silently emerge from between the trees, swiftly gliding towards the party sentry, eager to drain their life force.
15A grove of 1d4 Bloodroot Treants are masquerading as trees. An astute observer might notice their subtle leaf or branch signalling.
16A very old, stone arch bridge stretches across a long, dry riverbed. In centuries past, druids used the bridge to commune with distant spirits. Attempting to cross the bridge has a 50% chance of summoning dark entities from across the Veil (as DDM check entry 11).
17A lone tree, gnarled and white, spotted with age, stands in a clearing. Something is carved in the tree, but it's hard to tell what from afar. A fey might reside within or nearby, willing to swap information for stories of the outside world. Or perhaps the tree is cursed, or good fortune, imparting such to any who touch it.
18A sinkhole has opened beside an arrangement of man sized stones. Scraping away some moss reveals runes from a forgotten fey race. At the bottom of the hole, earth covered steps lead down into ancient darkness.
19A trio of dilapidated thatched huts sit in a small clearing beside a bubbling brook. Five burial mounds can be seen beside the houses.
20Wisps of light circle high out of reach in the tree branches above, following the party. They seem to resonate an ethereal hum, a sorrowful dirge that rises and falls with the breeze.

Mountains & Hills

1Rockslide! All travellers must make a Luck (Dex) save or suffer 2d6 damage. If damage of 10+ is rolled, a Con check is also required to avoid rolling on the Injuries & Setbacks Table.
2Set into the mountain side is a dim, 10 ft tall tunnel. Guttering torchlight can be seen within. The entryway is ringed with bronze verdigris capstones, warded against intruders. Any non-cyclops who attempts to enter must make a Luck (Will) save or suffer 2d6 cold damage.
3A steep slope or cliff like ridge must be climbed, requiring a Str (Athletics) check. If failed, the traveller is exhausted by the time they reach the top, suffering 1 Str loss.
4Flickering torchlight can be seen from a large cave mouth. 4d6 Skorn (60%) or 2d6 Urgot with an Urgozer (40%) are inside, taking a brief respite. There is a 50% chance of a sentry keeping watch.
52d4 diminutive Xornlings are blending into the rock face here, hiding behind loose scree. They can smell any precious metals or gems carried by the party, and will try to sneak into their packs or pouches to eat them.
6From around a long bend, quarrelling in broken, guttural common can be heard. 2d6 Ogres are fighting over whether they should continue in the same direction or change heading. There is a 50% chance the ogres are upwind and smell the party coming, in which case they suddenly go quiet.
7A flock of 2d6 Griffons (50%) or 2d6 Harpies (50%) begin circling high above the party, riding the currents. They observe them for a time, gauging their prospects of a successful raid.
81d8 Minotaurs are hunting in the area, keenly sniffing the air for the scent of man flesh. They live in a nearby ravine containing the bones and gear of prior meals.
91d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools.
101d6 Giant Scorpions are feasting on a dead skorn, which they are pulling apart with their massive pincers. Another meal of juicy humanoid flesh would not be unwelcome.
113d6 Cyclopes are roaming here, following orders to scout the area. Looks like their soothsayer was right after all; there are humans present to feast upon.
121d4 Goblins come rushing around the bend in the trail, breathing hard, moving straight past the PCs if permitted. 1d12 Hill Giants, also short on breath, come hurtling around the bend a few moments later.
13Snuffling, cracking and grinding sounds can be heard up ahead. On a high ledge further along are 1d4 Manticores, devouring the remains of an unlucky barbarian. Depending on the number of manticores, they might welcome more food.
14A hungry Bulette bursts from the earth, showering the adventurers with rocks as it tries to bite one in half.
151d6 Hill Giants are waiting in ambush on this mountain path. There is a 50% chance of hearing them complaining how hungry they are, tipping off any would be prey.
161d4 Wyverns use these mountain tops as their hunting grounds. They are particularly fond of snatching up metallic humanoids and dropping them from a great height to crack open their hard shells.
17On a stony escarpment, a 100 ft latticework of small trees and boulders forms a gigantic nest. Dark grey feathers, 12 ft long, litter the ground. If the centre of the nest is explored, three 4 ft eggs can be found hidden beneath a bedding of leafy shrubs.
18Dozens of campfire smoke columns can be seen wafting over a high ridge to the north.
19A tall obelisk with ancient silver markings rises from the depths of a shallow crater. The floor of the crater is mirrored, reflecting the stars and moon overhead.
20A small, low lying cloud seems to be following the party, matching their speed and direction. As each hour passes, it slowly descends, drawing nearer.

Oceans, Lakes & Rivers

1A powerful storm with heavy rain and high winds blows in. Watercraft might become damaged, and unsound craft threaten to break apart. Visibility is reduced and checks to retain steady footing are made at disadvantage while the storm rages.
2The region of water is becalmed, stranding sailing vessels without oars. The travellers must make a group Luck save each day to determine whether the winds return.
3Viking like raiders in a longship (3d20+40 crew, including rowers) appear on the horizon, changing course to intercept the travellers.
42d6 dolphins, seals, otters or other inquisitive but harmless marine life takes an interest in the travellers.
5A damaged merchant caravel from a nearby port or village, or another water craft, bobs in the current, half submerged. There is a 50% chance of 1d4 survivors with a ghastly tale to tell.
65d4 water Sprites take an interest in the travellers, swimming alongside or climbing aboard the PCs craft to cause mischief.
7A Kronosaurus (see Giant Crocodile variant) surfaces nearby, slowly turning to its gaze to fix upon the party's ship. If the PCs seek to flee, a successful Party Retreat check means the winds are with them, or the behemoth is distracted by some other prey.
82d6 Sea Trolls (as Troll but hooked tentacle arms, and swim 40 ft) intercept the vessel and cling to the hull beneath the water. In the dead of night, they scale the ship and attempt to eat everyone.
9A thick fog rolls in, reducing visibility to 90 ft. There is a 50% chance 2d4 Will o' Wisps emerge from the fog, keen to torment the crew or distract them long enough to ground them on a nearby reef.
10A Pirate Ship (carrack, crew 2d10+40 pirates) appears on the horizon and gives chase. There is a 50% chance they are slavers, otherwise they leave no survivors.
11A Blue Hag (as Hag, but amphibious and may spend an action to generate the following spell like effects once per day: Charm Person, Fog Cloud (but affects a 1 mile diameter), Web (made of seaweed), Suggestion, Wall of Thorns (Coral), Cone of Cold) follows the ship for a time, hoping for the opportunity to snatch one of the crew and eat them.
12An Ochre Jelly is swimming on top of the water, slowly undulating towards its next meal. It can slurp its way up the side of the ship without difficulty.
13Mutiny! If the PCs have other crew aboard, 80% of them seek to seize control of the ship and change course for elsewhere. The losing side is killed or made to walk the plank!
141d6 Wyverns are hunting in the skies and decide the party are a potential meal worth investigating. They begin to slowly circle down towards them.
15A saboteur has planted a slow acting poison in the ship's water supply or ration stores, spoiling them (an enemy of the PCs, the captain or other crew member). Everyone who has partaken of the ship's stores must make a Luck (Con) save each day or lose 1d2 Con (on a save, the poison subsides). An apothecary with the right healing herbs might be able to craft an antidote.
16One of the crew has Lake Pox, a highly contagious skin disease that causes painful boils under the armpits, crotch and jaw (causing 1d3 Dex loss). The infected are contagious (airborne and touch vectors) for 1d4 days, and the boils disappear after 1d4 months. A Luck (Con) check resists. An apothecary with the right healing herbs might halve the duration.
17A huge merchant galley (up to 300 crew), apparently in good condition, sits idle and seemingly abandoned. The flag displays the shackle icon of slavers.
18The water surrounding the travellers turns jet black in all directions. Birds diving for fish do not resurface from the inky depths.
19On the horizon, two cogs (approx 20 crew) are in the midst of a pitched battle with 1d3 pirate caravels (approx 30 crew).
20A one of a kind hot air balloon ship flies overhead. The captain and his crew might be spying on the travellers, coincidentally passing through, or harvesting lightning from the clouds.

Plains & Grasslands

1Wild fire erupts in nearby grassland, sweeping through neighbouring plains, filling the sky with smoke and embers. There is a 50% chance the winds blow the fire towards the party. If so, a group Luck check is required to avoid being caught in the flames and suffocating smoke, causing 4d6 damage and requiring a roll on the Injuries & Setbacks table. Taking appropriate precautions grants advantage on the check (using a facemask, taking shelter in a trench, rock formation or pool, etc).
2A band of 5d10 xenophobic barbarian riders appear in the distance. The travellers might be able to hide from them, negotiate passage, or neutralize the encounter in some other way.
31d6 Giant Serpents, or a single massive 16 ft specimen (10 HD), is slithering through the long grass, eager to locate their next meal.
45d4 Giant Rats (70%) or 3d4 Dire Rats (30%) are scavenging from a dead animal corpse. They might take their chances against a PC however, particularly if they can isolate a small or obviously wounded target.
53d10 Skorn hunters are loping through the grasses here, on the trail for fresh meat. There is a 50% chance they are upwind of the party and hiding in ambush.
6Two rival packs of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%) are fighting over hunting grounds, growling and snapping at each other.
72d4 Centaurs are on sentry duty in this region, which they have recently claimed as part of their ancestral territory. They are extremely hostile towards outsiders and will seek to drive them away, using their war horns to summon more of their kin if necessary.
8Clouds roll in and a thick fog settles over the grasslands, reducing visibility to 60 ft. There is a 50% chance of 3d6 mounted tribesmen, skorn or centaurs in the fog.
92d4 Giant Eagles are wheeling overhead, descending from the thermals of distant peaks as they survey the grasslands for food. Their chicks are hungry.
10A Tiger (70%) or mated pair (30%, possibly with cubs) are hunting in the long grass, stealthily stalking the rear member of the party.
112d4 boisterous Ogres, taunting a trussed up, captive barbarian (Bok), on the way back to their clan campsite to eat him.
12A large pack of 3d4 Wolves, led by 1d4+2 Dire Wolves, are on the hunt, signalling to each other via howls. The Dire Wolves have developed a taste for human flesh and will not be distracted by horses, etc.
132d4 Giant Wasps are buzzing low across the grasslands, searching for some humanoid sized prey. If they manage to incapacitate a target, they will withdraw, carrying the unfortunate with them (for later eating and/or egg implantation).
14A hungry Bulette is hunting here, evidenced by 6 ft wide holes scattered across the region (the tunnels have collapsed in on themselves).
15A single Bloodroot Treant, masquerading as a large willow tree, hoping to lure a meal. Careful scrutiny of the tree reveals a number of bloodstained branches.
16A warband of 4d8 Ogres are clashing with 5d10 mounted barbarians (50%) or Skorn (50%). If either side notices the party, they attack them too.
17A wooden palisade 50 ft on a side has been erected here, protecting a large tent within. A solitary Stone Golem stands outside the entry gates.
18A clear pond is located here. Wet humanoid footprints can be found nearby, circling the area. If the pond is explored, a dark underwater tunnel is discovered.
19In the distance a single humanoid wearing an bird skull mask can be seen, raising her arms and voice to the sky. Moments later, a peal of thunder echoes overhead.
20A 50 ft crater blackens the earth, at the centre of which lies a man sized meteorite of blue veined crystal. Serpent like tracks lead away from the mysterious rock.

Roads & Trails

1A broken down cart, filled with firewood and other timber. Two elderly wagoners (Orson, Rubert) ask for help to mend the axle and get them back on the road. The wagoners have lived in the region many years, and might have useful information.
22d4 Adventurers (p.225) chasing a rumour of lost treasure, magic or glory. They might invite the travellers to assist, consider them rivals, or ignore them, depending on the circumstances.
3A thief (Beth) locked in a crow cage is dying of starvation. She pleads with the travellers to release her, in return for a service or secret information of a valuable nature.
44d6 local Soldiers or Militia on patrol. They don't suffer cheek.
5A merchant caravan (1d8: cloth, wine, foodstuffs, oil, trinkets/art, tools, plants, other) with 3d6 guards.
63d6 pilgrims making their way to a near (or far) shrine or temple.
7A carriage carrying a noble (Lord Verne), escorted by 3d4 knights or other heavily armed guards.
8A robed woman with a shaved head on horse, escorted by three men with features reminiscent of a monkey, a pig and a fish. They are on a quest to locate some holy scriptures.
93d6 Bandits block the road, extorting a "road tax" from travellers. If asked how much, the leader Grent replies "How much ya got?"
10A Hag, posing as an old crone, makes polite conversation with the party, hoping to gain their trust and accompany them for a time. When the opportunity arises, she attempts to eat one of them before escaping. She leaves behind an Evil Eye pendant, to spy on her pursuers should they track her.
113d10 barbarians (60%) or 4d6 Skorn (40%) have decided to risk raids on road travellers, despite the occasional guard patrols, in the hopes of earning more valuable booty.
121d6 Wererats (60%) or Werewolves (40%) in human form and posing as merchants, explorers, farmers, labourers, miners or artisans, attempt to befriend the party and accompany them for a time. If rebuffed, or when the opportunity arises (or at the next full moon) they attack.
132d4 beggars line the thoroughfare, asking for alms. One or more might belong to a network of spies, keeping an eye on the to-ings and fro-ings along the road.
14A wagon carrying an undertaker (Mr Tibers) and a number of coffins. He is armed with a well used sword, but would like the party to act as his guards till the next town (his prior guards got into a drunken brawl and were arrested). The undertaker might be Doppelganger, hoping to kill one of the travellers and take his place, hiding the body in one of the coffins.
151d6 smugglers with a carriage or textiles wagons, secreting transporting (1d8: false papers, slaves, gems, counterfeit currency, poison, floor plans, maps, other). Nosey travellers might get a sword in the gut, or an invitation to help out for a cut, depending on the circumstances.
16A saddled but rider less messenger horse thunders past, saddlebags intact. Half a mile up the trail is the dead messenger's body with a broken neck, as if thrown from his horse. A severed chain dangles from a locked forearm clasp.
172d6 wealthy tourists visiting from the neighbouring towns and villages. They are accompanied by 4d6 guards. They are in good spirits and happy to share stories with other travellers.
18A troupe of 3d6 performers, artisans and bards. Some might be opportunistic thieves or spies on the side.
19A detachment of 4d6 knights are urgently hunting a criminal, traitor, or other human enemy. They interrogate everyone they encounter for any useful information. There is a 20% chance one of the travellers resembles their quarry.
20A Bloodroot Treant has taken up residence beside the road, masquerading as a normal tree. Tell-tale signs of blood can be found around the base of the tree.

Snow & Ice

1A terrible blizzard lasting many hours erupts. Unless the party can find or build adequate shelter, each PC must make a Luck (Con) save or suffer 1d3 Con loss.
2Avalanche! Each traveller suffers 4d6 damage (Luck (Dex) save for half).
3A crevasse breaks open beneath the lead traveller, who must make a Luck (Dex) save or fall to the bottom (1d10 x 10 feet deep).
43d10 Viking like raiders (as Guardsmen) are travelling across the horizon, pulling their gear on sleds.
5A pack of 3d4 Wolves (70%) or 2d4 Winter Wolves (30%; as Dire Wolves) are tracking the party through the wastes, hoping the humans will suffer exhaustion before targeting the weakest member.
6The smoke from a single campfire wafts into the air beyond the next rise. A mysterious explorer sits by the flames, a thick fur cowl pulled over their head.
72d4 Ice Beetles (as Fire Beetles, but deep blue and without any luminescence) are hibernating in frost covered shells. From a distance they look like 3 ft long snow mounds.
8An encampment of 5d10 Urgot, led by an Urgozer, live nearby in a permanent hide skin encampment. In the desolate wastes, they practice dark and dangerous rituals, hidden away from the rest of the world.
92d4 Frost Worms (15 ft long, AC 15, 7 HD, 2d8 dmg) are burrowing their way through the surface ice or snow, attracted to the party's foot falls, hoping for a meal of warm flesh.
103d6 Cyclopes are scavenging here. They are outcasts from a large tribe in remote mountains, and are looking to resettle. They are in a ferociously foul mood.
11Lurking beneath the snow or ice is a Black Pudding that burrowed up from the earth before falling into a dormant state. Travelers approaching within 20 ft have a 50% chance of awakening the starving monstrosity.
12An Ice Bulette (as Bulette, but amphibious and immune to cold damage) hunts in this region. If burrowing up through ice, the travellers feel the tremors and cracks at least one round before it arrives (if burrowing up through clear ice, they will see it).
13A lumbering, shaggy, vicious 14 ft Yeti prowls here, hoping for warm flesh to feast upon (as Owlbear, but double hit points, Off Turn Attacks and immune to cold damage).
14A Roc flies far overhead, scouring the white wastes for a suitably sized meal (it usually hunts frost giants, polar bears or mammoths). Humans however make for good entrees.
151d10 Frost Giants are traversing the snow or ice fields, on their way to an important meeting with other giant kin. It's been a long time since humans were on the menu.
16A 15 HD Water Elemental (quasi ice) is gathering strength here. Unlike most of its kind, it has developed a degree of intelligence (Int 4), and will attempt to communicate with the adventurers. It is interested to learn about what lies beyond the white wastes.
17A Purple Worm lies dormant beneath the ice, waiting for travellers of sufficient size or noise to awaken it.
18A serpent like cave mouth is set into a rise, ridge or escarpment. Flickering torchlight can be seen within.
19A ring of humanoid statues, seemingly made of ice, encircle a black, altar like rock. A yellowed, bone drinking horn sits atop the altar, covered in frost.
20A breaking glacier has unearthed a metallic, 40 ft cylindrical object, mostly (or entirely) encased in a shelf of deep ice.

Subterranean

1Rockfall! The adventurers must make a group Luck (Dex) save or suffer 2d4 damage and roll on the Injuries & Setbacks table.
2Tremors have opened a large crevasse here, blocking the way. The crevasse is 1d4 x 10 ft wide and 1d10 x 10 ft deep. There is a 50% chance something awful climbs out of it.
3A rare underdark wind rips through the passage, automatically extinguishing all non-magical lights. There is a 30% chance a Green slime coincidentally drops from the ceiling to attack.
44d6 Skorn (40%) or 2d6 Urgot with an Urgozer (60%) are either exploring these tunnels, or their skeletons lie dead on the floor, killed by some unknown beast (1 x Carry Loot).
5Webs are strung across much of this area, on the walls, floor and ceiling. 2d4 Giant Spiders are either lurking in webs (50%) or hidden behind trapdoors concealed in the wall or floor (50%, a Perc (Detection) check notices the outlines of the burrow doors).
62d12 Giant Centipedes are crawling across the ceiling, antennae twitching for food. They might be driven off if branded with open flames such as torches.
72d4 patches of Yellow Mould are growing in dark corners (or are in stasis like dormancy, if no food sources are available).
8A Grey Ooze is silently stalking the passages here. It uses its Emotion Burst ability to try and confuse or isolate a member of the party before it attacks.
9A tremor releases a pocket of flammable gas in the party's vicinity. The gas is clear but may be detected by scent with a Perc (Detection) test. If any flame based light sources are not extinguished in 1d4 rounds, the gas explodes for 2d4 damage (the light source is destroyed).
102d4 Mushroom Men (sentient walking toadstools, AC 10, HD 4, 2d6, Mv 20 ft, stick to target on Nat 19) are hibernating in this chamber, surrounded by many smaller varieties of fungus and mould. If the party lingers here, they awaken within 1d4 rounds.
11An Ochre Jelly (60%) or Black Pudding (40%) is searching for flesh to consume, undulating along a corridor wall or rooftop.
121d6 Plague Worms are moving through these tunnels, tasting the air for the scent of succulent flesh.
13A Basilisk has made its home in the walls nearby, digging itself a large cavity to sleep in. Scattered about the area are the remnants of old petrified meals.
14A mould known as Miner's Woe is growing nearby. Its airborne spores require a Luck (Con) save to avoid suffering a wheezing, hacking cough developing over the next 1d6 x 10 mins. The condition imposes disadvantage on endurance related tests and the sufferer speaks in whispers only, lasting for 1d4 days. An apothecary with healing herbs might reduce the duration by half.
15A Tentacle Spawn (70% single or 30% 1d4) is exploring this area, expanding its knowledge of near surface tunnels. If it thinks it can prevail, it will gladly take the opportunity to devour some surface dwellers' brains.
161d6 Rock Eaters (as Ogre, but four clawed limbs causing 1d6 damage, burrow 20 ft), burst from the walls, ceiling or floor, homing in on the resonance of the party's precious metals.
17A pile of earth and rock the size of a large wagon is lumped against a wall. The 10 HD Earth Elemental is replenishing its strength from nearby stone, which slides across the walls and floor to merge with it. It is in a quasi sleeping state and will be very surly if disturbed.
18An empty well or narrow vertical chute sits in the middle of a small chamber. If travellers listen carefully, they might hear clanking and grinding noises echoing from deep below.
19A 6 ft ceramic red devil face, with a wide open mouth, is set into the wall. The mouth is large enough to crawl into. The interior of the mouth is unnaturally black, as if somehow absorbing nearby torchlight.
20A naturally formed side tunnel opens up into a gigantic cavern filled with a still, dark lake, in the centre of which is a small forest of giant fungi. Within the fungi rises a 40 ft, golden monolith with a crenelated top.

Swamps

1Quicksand pool. The leading traveller must make a Luck (Dex) save or be sucked underwater, suffering 1 Con loss in the scramble to escape.
2Stinging insect swarm. Each adventurer must make a Luck (Con) save or contract Febrile Rot, a feverish wasting disease, suffering 1d4 Str loss each day (save each morning to end). An apothecary might be able to cure the disease with the right healing herbs.
3Poisonous bog fumes. Each traveller must make a Luck (Con) save or suffer 1d6 damage and a mild madness (p.163) that persists for 1d4 months.
43d10 ravenous Stirges descend on the party in a buzzing swarm.
53d6 Skorn (60%) or 2d6 barbarians are hunting in the area, using drums or horns to signal to each other. If combat begins, the other half of the war party (similar numbers) appears as reinforcements in 2d6 rounds.
65d4 Projectile Leeches lurking beneath shallow pools (50%), or 2d12 Giant Centipedes are concealed in ferns and bracken (50%).
7A curious fog descends on the moorlands that persists for 1d4 hours. There is a 50% chance 2d4 Will o' Wisps appear from the gloom, hoping to lure travellers into sink holes or quicksand.
84d4 Serpentmen (Hraarsk), possibly with 1d4 Surllocs (40%), are ranging far from their lair, scouting the area for signs of ley lines.
92d4 Giant Crocodiles lie in ambush, fully submerged in the filthy swamp water but for their nostrils.
10A nest of 1d6 Giant Serpents can be found nearby, including 1d4 baby serpents and 1d4 unhatched eggs the size of a man's hand (worth 1d4 x 100 gp each to the right buyer). The serpents will defend their brood at all costs.
11Hags live nearby in a ramshackle hut made of mud bricks; either one (70%) or a coven of three (30%). There is a 50% chance the hags foresaw the party's arrival, and are waiting for them with a prophetic message, threat or offer of mutual gain.
121d12 Moor Trolls wander these fens, searching for sentient flesh to feast upon. When pickings are scarce, they go into a state of dormancy and sink beneath the watery mud, waiting for prey to rouse them.
131d4 Hammer Snails come surging out of a wide thicket of bracken, crowberry or scattered birch trees, gliding towards the party with a sickening slurping noise.
142d6 amphibious Giant Eels (as Giant Serpent but Swim 40 ft, and electric shock instead of poison) emerge from dank, clouded pools, hoping to take a bite out of the adventurers before fleeing back into the muck.
15A grove of 1d4 Bloodroot Treants are masquerading as bald cypress trees. They attempt to drown passers-by in shallow pools. Their red stained roots might tip off the wary.
161d8 Claw Toads are croaking loudly in the area, signalling to each other to gather for spawning, or alternatively to feast on the adventurers (or both).
17A gigantic, half submerged dragon skeleton lies in the water. Although ancient and highly decomposed, a handful of scales remain intact, and could be worked into a shield, breastplate or helmet (any special properties at the GM's discretion).
18A 10 ft wide pile of green brown refuse sits in the middle of a dark pool. Careful examination of the pile reveals a number of shiny objects within. Anyone approaching might notice ripples in the water, or tremors from the pile itself.
19An ancient mangrove tree has carvings of capering, demonic frogmen lording over humans. A number of roots have merged with an oaken chest (1 x Valuables p.261), sealing it shut more securely than any lock. There is a 50% chance 2d4+1 Swamp Goblins are nearby the sacred ground, preparing to enact loathsome rituals.
20A wooden hut stands elevated on stilts within a bog cluttered moor. Smoke rises from a small chimney, and light flickers behind a set of shutters. The insects here are eerily silent.

Designer's Thoughts

The Random Encounter tables are not divided up into "level appropriate" encounters. In a living world, the adventurers might encounter anything out in the wilderness; from a pack of wolves to a terrible dragon. How the party deals with such situations is a fundamental part of being an adventurer!

Rolling twice on the encounter tables however allows the GM to select the best encounter for the circumstances, which might include moderating extreme results. It goes without saying the GM is free to ignore the tables altogether and simply improvise her own encounter. In that case the rolled results might provide some inspiration. If it all goes horribly wrong, don't forget the Party Retreat rule (page 68).||||||