Random Wilderness Events DnD 5th Ed (1)

Random Wilderness Features / Encounters / Events These charts are used to generate Random Encounters/Features both Prio

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Random Wilderness Features / Encounters / Events

These charts are used to generate Random Encounters/Features both Prior to the game session, to populate an area, or during a game session. Pre-Gen: 1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center) Post-Gen (In Game): 1d12 per hex travelled or per time period* (1-2 indicates players come across something of note) (If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature**, otherwise roll a New Encounter) (A New Encounter on a Road, if Wandering Monster Table is rolled, re-roll and must accept new result, including Wandering Monster Table, ie this represents that it is generally safer to travel by road to avoid Wandering Monsters. The roads do have other threats though.) * Check once each short rest, check once every 4 of hours long rest, check once every 4 hours of exploring underground or as deemed by the DM. ** If possible, eg if the party are following a road and the previous feature is not near the road then it’s not possible, so roll a New Encounter.

Overall (%) - For moving into Hex 00-09 10-19 20-39 40-44 45-54 55-69 70-78 79-88 89 90-97 98-99

NPC Animal Herd Wandering Monster Table (other PDF) Lair (not on civilized hex) (00-04) Remote Structure (05-33) Ruined Stucture (34-70) Past Event Current Event Lost Item Natural Structure (71-97) Remarkable Event or Feature (98-99)

Remote Structure (%) 00-09

(00-14) (15-29) (30-66)

(67-81) (82-96) (97) (98-99)

10-12 13-15 16-19 20-24 25-39

(If Pre-Generating Map features only use these) - Remarkable Features only 00-29 (if moving over already explored hexes use these) - Remarkable Events only 30-99 (If Exploring a NEW Hex roll d% and use the numbers on the left, ie ALL entries are possible)

40-49 50-54

Ruined Structure (%) !! 00-04 05-09 10-14 15-19 20-24 25-34 35-43 44-49 50-54 55-59 60-64 65-69 70-74 75-78 79-95 96-99

Dry Well - (GMM-DD p264) + 30% p266 Ancient Stone Pillars Collasped and half walls Scattered stone blocks Fallen Statues (1d4) (See Remote Structre (60-62) ) Small Ruins (GMM-WD p16, 20) + (30% Haunt p22) ? Ruined Building (GMM-UD p62, 64) Abandoned Mine ? Ruined Small House (25% Cellar) Ruined Small Tower (50% Dungeon) ? Ruined Small Keep (75% Dungeon) ? Ruined Stone Walls & Stairs into Small Dungeon ? Abandonded & dusty cottage. Belongings still there ? 1d3 Massive (30’ high) statues - still standing - Ancient (See Remote Structure (60-62) ) Large Ruins (GMM-WD p18, 20) + (30% Haunt p22) ? Ancient Mausoleum (GMM-UD p35): 00-19 Empty 20-89 Dead Body - random item (50%) 90-99 Undead - random magical item (30%)

Visible From Road (Perception DC) Distance 3 2.5 2 1.5 1 .5 (Miles)

Adventurers (%) 00-29 30-44 45-59 60-64 65-79 80-84 85-89 90-94 95-99

Human Dwarf Elf Half-Elf Halfling Gnome Half-Orc Dragonborn Tiefling

Human Size No No 25 20 15 10

00-14 15-29 30-39 40-49 50-59 60-64 65-69 70-74 75-79 80-89 90-94 95-99

Low Structure (~25’) No 25 20 15 10 Yes

Fighter Ranger Cleric Rogue Wizard Bard Monk Sorcerer Warlock Barbarian Paladin Druid

00-19 20-49 50-79 80-84 85-89 90-94 95-99

55-59 60-62 63-65

66-78 79-82

83-86 87-90 91-95 96-99

Single House (if Road Hex - then 50% Outpost on Road instead) 00-09 Hermit 10-29 Single Family 30-44 Commune - 3d2 Families 45-54 Druid 55-64 Herbalist 65-70 Witch 71-76 Werecreature 77-81 Cultists 1d3 (NPC - Cultist) 82-91 Hunter 92-99 Bandit / Criminal Small Castle (p8 + p12,14,15 GMM-WD) Large Castle (p10 + p12,14,15 GMM-WD) Temple (GMM-UD p88,90) Travellers Respite Hut Farm Stead and small farm fields (if Road Hex - then check:) 00-19 Farm Stead & Fields on Road 20-69 Hamlet on Road 70-99 Minor Village on Road Stone Well - still in use - (GMM-DD p264) + 30% p266 Tower 00-19 Isolated Fighters Guild 20-29 Mage 30-49 Small Watch Tower (Guards 10 & 1d4+6 mounts) 50-89 Religious Commune (NPCs - Acolytes/Priest) 90-99 Isolated Library (Researchers 3d2) Shallow Grave with makeshift tombstone (GMM-UD p34) ! Stone Statue to a (50%) God or (50%) Other + Dressing (GMM-DD p233) ! 00-59 Personality (GMM-DD p231) 60-99 Beasts / Monsters (GMM-DD p232) Old tall - thick wooden pole inscribed with: 00-24 picture glyphs 25-49 feathers 50-74 small animal skulls 75-99 tattered weathered woven scarves Inn / Road House (If no Road - ignore and re-roll) Working Mine (25% each: Humans, Goblins, Dwarves, Kobolds) ? 00-59 Copper 60-89 Silver 90-97 Gold 98-99 Diamond Stone Altar (GMM-DD p20,22) + 10% Trap (p24) ! Stone Dias with Pillars ! Outlaw / Criminal Camp (Tents) Bandit Camp (Tents)

High Structure (>50’) 20 15 10 Yes Yes Yes

LG NG CG N LE NE CE

00 01-04 05-14 15-34 35-64 65-84 85-94 95-98 99

Large Structure (>100’) 15 10 Yes Yes Yes Yes

Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9

Massive Structure (>200’) 10 Yes Yes Yes Yes Yes

Fighters & Adventurers

Hooks & Opportunites (GMM-WD p52)

Bards

Hooks & Opportunites (GMM-WD p50)

Bandits

Hooks & Opportunites (GMM-WD p46)

Merchants

Hooks & Opportunites (GMM-WD p48)

Remarkable Event or Feature (%) 00-04

05-09

10-14

15-19

20-24

25-29 30-34 35-39 40-69 70-99

Stone Well with Arcane Ruins (water gives Effect) 00-59 Feather Fall 60-89 Detect Magic 90-99 Jump Stone Well with Symbol of Good God (water gives Effect) 00-59 Cure Wounds 60-89 Bless 90-99 Protection from Evil Stone Well with Symbol of Evil God (water gives effect) 00-59 Detect Poison and Disease 60-89 Bane 90-99 Protection from Good Ancient Glowing Stone Pillar - glyphs - if touched ** 00-02 Changes Sex 03-22 Blessing - Gain Inspiration 23-27 Ages 4d4 years older 28-42 Arcane Blast - Take 2d5 Damage 43-57 Heals - Fully Heals and Gain 1d8 Temporary HP 58-62 Ages 1d4 years younger 63-72 Gates in Random Creature 73-82 Random Ability Score Increase +1 for 1d6 days 83-92 Random Ability Score Decrease -1 for 1d4 days 92-93 Changed Alignment 94-99 Random Magical Item appears Ancient black tree with twisted branches, red liquid oozes: 00-39 Poison 40-59 Healing Liquid (as Cure Wounds) 60-79 Strength Liquid 80-99 Mind Affecting Drug (as Strong Alcohol) Moonwell (1d8+Wis Mod) Heals or Poisons if person has threatened nature. If full moon (either) also Lesser Restoration Earth quake - small crack opens in ground Meter Strike @ Arcane Diffusement - Off Pitch Hum ## (20% Spell Failure. Can not Use Higher Spell Slots) Arcane Enrichment - Low Pitch Hum ## (Spell DCs +5. Spells treated as Spell Slot +1)

Natural Structure (%) 00-09

10 11-12 13-15 16-19 20-23 24-27

27-29 30-34 35-39 40-43 44-48 49-54 55-59 60-94

95-99

Past Event (%) ! 00-04

05-16 17-36 37-46 47-51 52-56 57-71 72-81 82-86 87-91 92-93 94-95

96-97 98-99

Dead Body (1d2) - (GMM-DD p62) 00-09 Fresh - Today 10-49 Within Last week 50-79 Within Last few months 80-99 Very old -------00-19 Corpse of Monster (GMM-DD p64) 20-89 Corpse of Humanoid (GMM-DD p65) 90-99 Corpse of Adventurer (GMM-DD p66) Large pool of blood Dead animal Area of fire / destruction ! Signs of ground being dug up and old sacks laying around ! Altar (GMM-DD p20,22) + 10% Trap (p24) - bloody body *** Campsite with a smoldering fire. A few hours old ! Scene of recent skirmish - dead humans / humainoids &monsters ! Smoldering & smoking remains - large funerial pyre - burnt body Dead adventurer - in gear - arrows sticking out of him !! Dead Body hanging (noose) from tree branch (see 00-04) Burnt Arcane symbols on tree / boulder 00-32 Invoking a evil god or summoning 33-65 Invoking a good god or summoning 66-99 Protective Ward - no longer active Large Giant Skull ! Wandering Riding Horse (saddle) - looks injured and tired

Cave into ground - with small number of caverns 00-09 Empty 10-59 Small Cave (GMM-WD p24, 26) + (30% Feature p28) 60-69 Animals 70-79 Bandits 80-89 Monsters 90-97 Old straw bed & tattered blanket / clothes 98-99 Locked Chest -(GMM-DD p50,52) - 50% traped (GMM-DD p54) 00-49 No Coins 00-49 No Jewellery 00-49 No Item 50-79 CP (3d6 *100) 50-79 1d6 Gems (10gp) 50-94 Trinket 80-94 SP (2d10 *100) 80-94 1d4 Gems (50gp) 95-99 Magic Item 95-99 GP (1d100) 95-99 1d3 Gems (100gp) Dug Mound - buried Sack with Random Magic Item Glowing fungus found - worth 50gp to a Herbalist Animal Graveyard - lots of bones of many large animals Animal nest (either in tree / bush) - 1d4 large rare eggs 20gp each Pond, Large ^^ Fruit, Large amount (provide enough for 1d3 provisions) 00-32 Berries 33-65 Apples 66-99 Pears Wild Flowers One large ancient tree surrounded by 12 smaller trees in a circle ! Lake, Small ^^ Bad smell - sulphur Large scattered boulders and rocky outcrops Spring, drinkable water ! Hot Spring (non-drinkable) Dressing: Grasslands - Plains (GMM-WD p112) Low Scrub - Borderlands (GMM-WD p58) Light Trees - Forests & Woodlands (GMM-WD p78) Heavy Trees - Forests (Primal) (GMM-WD p88) Marsh - Swamps (GMM-WD p118) Desert - Desert (GMM-WD p64) Farmlands - Farmlands (GMM-WD p70) Barren Rock - Mountains (GMM-WD p106) Hills?? - Hills (GMM-WD p100) Coast - Coast (GMM-WD p 128) Snow - Frozen Lands (GMM-WD p94) Ancient Massive Crater (1d3 * 100’ feet across)

NPC (%) 00-09 10-15 16-18 19-21 22-27 28-33 34-44 45-49 50-53 54-56

57-58 59-63 64-66 67-70

71-76 77-84 85-86 87-88 89 90-99

Travelling Merchant Wagon - 50% that 1d2 Guards present * Hunting Party - 1d4 Druid Explorers - 1d3 (50% on mounts) Adventurers - 3d2 (80% on mounts) Bard (80% on mount) Goods Wagons train - Guards 3d2 * Pilgrams - 1d3 - Can offer Healing (NPC - Acolyte) Suspicious Character (50% on mount) Unconscious Character tied up (victim of previous bandits) 00-09 Adventurer (GMM-DD p38) 10-49 Merchant (GMM-DD p40) 50-89 Commoner 90-99 Evil Humanoid (GMM-DD p42) Seated Wizard, reading book, mysterious (NPC - Mage) Travelling gypsies on a Wagon (4d2) Lost Caravan Guard (caravan got attacked - now seperated) Shunned one in dirty rags 00-29 Diseased - skin sores 30-59 Lunatic - shouting random sentences 60-99 Beggar - asks for any coin or food Barbarian (NPC - Berserker) Ranger Naked man laying on ground. Unconfused. Scratches. (Werewolf ) Naked Woman swiming in water # Naked Woman swming in water # (Succubus) Mounted Watch Patrol (2d3): 00-49 General Patrol 50-74 Looking for escaped prisoner 75-99 Looking for Monsters / bandits in area

Current Event (%) 00-03 00-09

10-19 20-29

30-39

40-74

75-79

80-84 85-89 90-98 99

! !! * ** *** ^ ^^ # ## @ @@ ? ?? $

Lost Item (%) (80% rusted / tarnished tatterred)

Fire covering 1d6 (50% yards or 50% miles) $ 00-01 Random Weapon Animals attacking woman & child 02-23 Clothing - Robe / Shirt / Pants / Boot / Glove 00-19 Wolf (1d2) 24-38 Coins (1d4) (Random Type) 20-39 Black Bear (1d2) 39-68 Random Utensil (Fork / Knife / Cup) 40-59 Boar (1d2) 69 Jewellry (Random) 60-74 Brown Bear (1d2) 70-79 Storage - Backpack, sack, pouch 75-84 Dire Wolf (1d2) 80-94 Random Trinket 85-89 Lion (1d2) 95-99 Diary - Leather bound - Trival entries 90-94 Panther (1d2) 95-99 Tiger (1d2) Robbers attacking travellers (1d2) 00-49 Bandits (1d2+1) 50-99 Thugs (2d2) Monsters attacking travellers Animal Herd (%) @ 00-19 Goblins (1d2+1) 00-08 Wolves (4d4) 20-39 Kobolds (1d2+2) 09-18 Boars (3d4) 40-54 Orcs (1d2) 19-23 Axe Beaks (3d4) 55-59 Axe Beak (1d2) 24-43 Deers (5d4) 60-69 Bugbear (1d2) 44-58 Wild Horses (4d4) 70-73 Cockatrice (1d2) 59-78 Elk (5d4) 74-83 Gnoll (1d2+1) 79-88 Hyena (5d3) 84-93 Hobgoblin (1d2+1) 89-98 Jackal (5d3) 94-98 Ogre (1) 99 Elephants (4d3) 99 Troll (1) Animal munching on dead body 00-29 Wolf 00-39 Animal @@ 30-54 Black Bear 40-59 Goblin 55-74 Brown Bear 60-79 Kobold 75-84 Dire Wolf 80-89 Human 85-89 Lion 90-99 Adventurer 90-94 Panther 95-99 Tiger Minor Event: Grasslands - Plains (GMM-WD p110) if on Road 20% Random Encounter instead (GMM-WD p114) or Wandering Monster Table Low Scrub - Borderlands (GMM-WD p56) if on Road 20% Random Encounter instead (GMM-WD p60) or Wandering Monster Table Light Trees - Forests & Woodlands (GMM-WD p74) if on Road 20% Random Encounter instead (GMM-WD p82) or Wandering Monster Table Heavy Trees - Forests (Primal) (GMM-WD p84) if on Road 20% Random Encounter instead (GMM-WD p91) or Wandering Monster Table Marsh - Swamps (GMM-WD p116) Desert - Desert (GMM-WD p62) Farmlands - Farmlands (GMM-WD p68) if on Road 20% Random Encounter instead (GMM-WD p72) or Wandering Monster Table Barren Rock - Mountains (GMM-WD p104) if on Road 20% Random Encounter instead (GMM-WD p108) or Wandering Monster Table Hills?? - Hills (GMM-WD p98) if on Road 20% Random Encounter instead (GMM-WD p102) or Wandering Monster Table River or Sea or Large Lake (vessel) - Sea Voyages (GMM-WD p 135) or 20% Omen (GMM-WD p134) or Wandering Monster Table Coast - Coast (GMM-WD p124) Snow - Frozen Lands (GMM-WD p92) Flying Monster Overhead - dead body in mouth 00-14 Chimera 00-79 Animal @@ 15-29 Wyvern 80-99 Humaniod 30-44 Giant Eagle 45-59 Griffin 60-64 Hippogriff 65-84 Giant Vulture 85-89 Manticore 90-99 Young Green Dragon Mage Duel - two Spell Casters attacking each other Naked female tied on altar (GMM-DD p20,22). Several Cultists around (1d3+4) Prisoner being chased by several Guards (1d2+2) Thugs (1d3+2) digging up stolen treasure (sacks in ground) 00-49 CP (2d100*10) 00-49 1d6 Gems (10gp) 00-94 Trinkets (1d4) 50-79 SP (6d100) 50-79 1d4 Gems (50gp) 95-99 Magic Item 80-94 GP (2d100) 80-94 1d3 Gems (100gp) 95-99 PP (3d20) 95-99 1d2 Gems (250gp)

Possible chance of random item / coins / gems being present (10%) Possible chance of random item / coins / gems being present (20%) and/or Monsters or Bandits Only possible if on road - otherwise re-roll Stops glowing & functioning after the first touch. Takes 1 year to start up again. Not likely near a road, if so, the altar is a temporary one made out of logs of wood and small piled stones Only possible if Light Trees or Heavy Trees If Desert, treat as an Oasis If no River or Lake, then a very small water pond is present Temporary effect only - will only last that day Seen at distance on horizon Animals include - Baboon, Baor, Deer, Horse, Elk, Goat, Mule, Giant Snake Possible Mini Adventure Hills - area that has elevation that the total expands over at least two levels & has no Trees If fire not reasonable, ie raining or no vegitation, then ignore this result and re-roll. If fire is present, the fire is observed from a far distance, ie see smoke first.

Lair (%)

From Civilized Hex (Settlement & Main Road) 1 Hex 2 Hexes 3 Hexes 4+ Hexes 00-99 00-79 00-74 00-64 80-99 75-98 65-94 99 95-99

Type Common Un-common Legendary

Common (%)

From Civilized Hex 1 Hex 2+ Hexes 00-11 00-13 12-22 14-27 23-41 28-41 42-59 42-56 60-77 57-70 78-87 71-84 88-99 85-99

Creature Bugbear Gnolls Goblins Hobgoblins Kobolds Lizardfolk Orcs

Number 1d4 * 10 2d4 * 10 5d3 * 10 2d4 * 10 3d4 * 10 2d4 * 10 2d4 * 10

Terrain Forrests / Hills / Mountains Any (Not Snows / Marshes) Forrests / Hills / Mountains Any (Not Marshes, Deserts) Forrests / Hills / Mountains Marshes/Coastal/Lakes Any (Not Marshes, Deserts)

Feature Caves / Abandoned Dungeons Caves / Abandoned Dungeons, Ruins Caves / Abandoned Dungeons, Ruins Caves / Abandoned Dungeons, Ruins / Constructed Buildings Caves / Abandoned Dungeons / Constructed Tunnels Constructed Buildings (Huts) Caves / Abandoned Dungeons, Ruins / Defeated Villages

Number 1d2 * 10 3d4 * 10 1 1 2d2 * 10

Terrain Hills / Mountains Ocean (min 3 hexes from land) Mountains (min 3 hexes from civilized) Forrests / Hills / Mountains Marsh / Jungles (min 3 hexes from civilized)

Un-Common (%) From Civilized Hex 2 Hexes 3+ Hexes 00-49 00-29 50-74 30-39 40-64 75-99 65-89 90-99

Creature Ankheg Merfolk Roc Troll Yuan-Ti

Feature Caves / Constructed Tunnels Undersea City Caves Caves City

Legendary (%)

From Civilized Hex 3 Hexes 4+ Hexes Creature Number 00 Aboleth 1 00-19 01-05 Beholder 1 (10% Death Tyrant) 20-39 06-08 Demi-Lich 1 Dragon (min 4 hexes) 09-15 Black 1 16-21 Blue 1 22-27 Green 1 28-34 Red 1 35-42 White 1 43-49 Brass 1 50-56 Bronze 1 57-64 Copper 1 65-70 Gold 1 71-76 Silver 1 77-79 Kraken 1 80 Lich 1 40-59 81-85 Mummy Lord 1 60-79 86-94 Unicorn 1 80-99 95-99 Vampire 1

Terrain Deep Ocean or Deep Lake (min 4 hexes from land) Any Any

Feature Deep Cave with water Abandoned Temples / Ruins Dungeon / Caves Dungeon / Temple / Ruins

Marsh / Jungle / Forrests (Heavy) Barren / Mountain Forrests (Heavy) / Marsh / Jungle / Snow Mountain Snow Any Coastal Hills / Mountains Rivers / Lakes / any near water Mountains Deep Ocean (min 4 hexes) Any (min 4 hexes) Any (not Snow, Jungle, or Marsh) Forrests Any

Large Ruins 6 miles Ruins / Caves 6 miles Caves (esp near water) 1 mile Deep caves (esp near lava) 6 miles Caves 6 miles Large Ruins / Open Caves 6 miles Caves 6 miles Caves 6 miles Caves 6 miles Caves / Ruins / Mines 6 miles Cave 6 miles Ruins / Towers / Tombs / Temple Ancient Temple or Tomb Within Lair Ruins / Clearings Within Lair Castle / Forts / Manor 1 mile

Seperate Books (Available from Raging Swan Press): GMM-WD = GMs Miscellany - Wilderness Dressing Book GMM-UD = GMs Miscellany - Urban Dressing GMM-DD = GMs Miscellany - Dungeon Dressing

Seperate Wandering Monster Table PDF (Based on Terrain Type and Average Party Level) Ivan Cannon [email protected] http://www.reddit.com/user/ElfShadow/ http://darkelfshadow.tumblr.com

Regional 1 mile 1 mile Within Lair