Temperate Wilderness Random Encounters

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The woodlands of Carador are filled with natural wonders, strange creatures, and old ruins. The following encounter chart can be used to create wilderness adventures. The recommended usage is to roll on the following chart using a d10 for each day of wilderness adventuring –

1-3 = 1 encounter

4-6 = 2 encounters

7-9 = 3 encounters

10 = 4 encounters

Roll your encounters on the chart below, and then place the encounters as you deem appropriate throughout the day (one in the morning, one in the late afternoon, and one deep into the night, for instance). Remember that these are guidelines only, and some encounters may have to be modified or ignored to fit specific terrains/situations. Also remember that combining encounters can make for infinite variation. For instance, if you roll a 7 and a 4, they could be combined into the players finding an old cabin that goblins are using as an above-ground base.

Encounters that seem mundane or out of place can actually lead to great adventure. If the party finds an old fire-pit, it must have been made by someone who was doing something in the area. What were they up to? Were they looking for old ruins? Just passing through? Disposing of booty?

Specific herbs and mushrooms will only be noticed by characters trained in recognizing them.

1. Old Backpack – may contain coins, a map, flask, knife/hatchet, rotten food, tinderbox, jewelry, or other items.

2. Single Sereg scout – will only attack if victory seems obvious – otherwise might report the sighting to his/her tribe.

3. Predator’s Cache – dead deer, bear, etc. May belong to wolf, panther, great forest cat, forest dragon . . .

4. Abandoned Cabin – may still have items – old bow or arrows, pillow and blankets, lanterns, canned food, etc.

5. Nisha Mushrooms – bright orange and large. Edible. 1d20. If player knows, each is worth 10 silver fresh, 5 silver dried.

6. Fresh spring with good water – possibly even with some mild magical effect, such as healing, curative, or enhancing a statistic.

7. Goblins – 1d10x2.

8. Human corpse – could be partially eaten, killed by weapons, or dead of mysterious causes.

9. Very nice sword – possibly without sheathe, of ST’s choice of variety.

10. Sighting of flying creature – dragon, gryphon, wyvern, huge bird, etc.

11. Foundation of old building. Searching area might uncover rusted pots, tools. Perhaps an old coin that could be sold to a collector.

12. Tramelle – see Creatures.

13. Rella Mushrooms – poisonous. Black. Will get sick for a night then recover. 1d20. Can sell for 3 silver each dried or fresh to alchemist.

14. Old roadway – overgrown, but might lead to abandoned cabin or lodge, perhaps to an old mine . . .

15. Skunk – will run if possible, spray if cornered.

16. Axe lying on ground.

17. Mysterious lights – could be will-o’-the-wisp?

18. Small stone circle, waist high. Will double % and duration/effects of magics cast within it.

19. Old mine. Could be explored – probably a bit dangerous. Might find raw gems or metals or perhaps equipment left behind.

20. Solitary nymph. These varieties are usually more dangerous.

21. Old Tree with bee’s nest – smell like honey. If bees are scared away, honey is there for the taking.

22. Lost and wandering livestock. 1d10 animals, could be chickens, horses, cows, lamb, geese, pigs . . .

23. Dire Wolves. See Creatures.

24. Rocky Outcropping – great lookout, shade, as well as possible raw gemstones on the rock’s face.

25. Band of nymphs. Playful and mischievous in most cases.

26. Arrow stuck in tree or lying on ground.

27. Sereg village. 10-40 individuals. Players must beware scouts. See Creatures. Some Sereg can be befriended, but dangerous . . .

28. Old abandoned town. 10-30 buildings. Probably pretty dilapidated, but might find items or fae living here. Why abandoned?

29. Bird’s nest with eggs – perhaps food?

30. Large animal path – players should be careful of whatever made it . . .

31. Stream that’s a big difficult to cross.

32. Pocket cave – not deep, but used in the past or present by a person/fae/animal.

33. Wandering band of Sereg men. Will be very interested in women and the possessions of the players. Can be reasoned with.

34. Small makeshift shelter of natural materials. Survivalist? Fae? Possibly other items in area?

35. Skull – probably a normal animal, but possibly more valuable, such as chimera or dragon.

36. Harpies. See Creatures.

37. A half-burned candle.

38. Huge tree of a certain variety. See Gypsy Tree Magic treatise for possible ‘powers’ of tree.

39. Two animals fighting. Some possibilities are boar/moose/elk/wolf/fox/badger/bear, etc.

40. Pixies. See Creatures.

41. Goldenseal herb. Valuable tonic medicine. 1d10 plants. Each root worth 5-20 silver.

42. Huntsmen/women. 1d10. Probably friendly.

43. Chimera. See Creatures. Very dangerous.

44. Large feather – perhaps as long as an arm. If in good condition, might be sold for 4-20 silver.

45. Stray horse, with saddle and packs. If recently lost, might be spooked. Otherwise might allow approach.

46. Berry patch, very prolific. Raspberry, blackberry, blueberry, strawberry, thimbleberry, etc.

47. Pile of stones. Actually a grave. If dug up, a few valuables might be found.

48. Troll. See Creatures.

49. Injured animal – perhaps hit with an arrow. Deer, bear, wolf, etc.

50. Old Carriage. Abandoned because it’s broken? Or in good condition and more mysterious?

51. Hunting lodge. May be empty, or have 10-40 huntsfolk and nobles staying in it.

52. Pixies. See Creatures.

53. Apple trees with fruit.

54. Large stone circle. Will triple % and duration/effect of magics cast within it.

55. Pond. Plentiful game in the area including ducks, wild edibles (such as cattail), fish and turtles, and animals that come to drink.

56. Dryad. See Creatures.

57. Large cave. Multiple passages, rooms. Chance it is used as abode by goblins, sujia, lone Sereg, bandits, etc.

58. Bandit camp. 1d10 bandits. Well armed with possible loot.

59. Blood-drag. Through grass or leaves. Large animal that dragged carcass.

60. Mandrake. 1d10 plants. Roots are worth 50-100 silver. 10% each is man-shaped – this rare variety is worth 400-500 silver.

61. Lost pet. Cat, dog, panther, tropical bird/snake, monkey. Probably tame, but may be mistaken for wild animal.

62. Small River with raft/canoe on bank.

63. Cherry tree with ripe cherries.

64. Homestead family. Small cabin, garden, possible livestock and children.

65. Empty magpie/fae dragon nest with treasures – 1d100 coins, possible jewelry, rings, pouches, etc.

66. Old camp with tarp, ratty blankets, perhaps a rusted knife or other objects.

67. Travellers being attacked by goblins/Sereg/troll/forest dragon/dire wolves/etc.

68. Small stash hidden behind a rock or in some bushes – drugs/ coins/ documents/ etc.

69. Ojen, burgenvine or other predatory plant. See Creatures.

70. Evenlight. See treatise.

71. Tyver. See Creatures.

72. Ruins of pre-Masallan structure. Very old, undiscovered? Strange old artifacts, perhaps odd creatures or traps.

73. Oak Grove. Fae sometimes come at night.

74. Fae Dragon. See Creatures.

75. Great Forest Cat. See Creatures.

76. Nightfae. See Creatures.

77. Old garden area – overgrown, but still some vegetables.

78. Lost child or children.

79. Random human encounter. Actually a Fetch. See Creatures.

80. Stranded carriage. Stuck in mud, washout, by damaged bridge, etc.

81. Dropped lantern.

82. Fresh fire – still viable coals in the ashes.

83. Carcass of large predator – dragon, chimera, great forest cat, etc. Claws, teeth, etc. might be worth something.

84. Primitive weapon or item, such as stone knife – most lands have primitive tribes still dwelling on them.

85. Hermit. Living alone in wilderness. Man or woman, living in small cabin. Why have they left civilization?

86. Old fire pit. Long abandoned.

87. Coin – random type.

88. Artesian spring bubbling out of ground. Good water.

89. Article of clothing – old shirt, pants, vest, etc.

90. Resha Weed – staunches blood almost immediately. 1d10 plants. Rare and worth 20 silver per plant dried or fresh.

91. Small lake – possibly with island. Lots of wildlife and edibles. Fish.

92. Grape grove – lots of fresh grapes.

93. Abandoned barony house. Quite large, in any state of repair. Might still have wine in cellar, furniture, etc.

94. Abandoned gypsy wagon. Probably stripped clean and in ill repair, but might find something or use as temporary shelter.

95. Lost bola or iron sling-stone.

96. Redcaps – small red mushrooms. Used as a curative for many poisons. 1d100 mushrooms, worth 10 silver each dried or fresh.

97. Track of large predator in mud. Dragon, chimera, bear, dire wolf, etc.

98. Bear sighting. See Creatures.

99. Northern Bear sighting. See Creatures.

100. Small treasure stash of jewelry, coin, and weaponry. Worth 1000-2000 silver.

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