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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.
1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center)
(If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature, 2 = 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)

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

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 (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

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

LG
NG
CG
N
LE
NE
CE

Large Structure (>100)


15
10
Yes
Yes
Yes
Yes

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

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

20-29

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)
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 - Guards 1d2. Wagon *


Hunting Party - 1d4
Druid
Explorers - 1d3 (50% on mounts)
Adventurers - 3d2 (80% on mounts)
Bard (80% on mount)
Goods Wagon - 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
00-19
Goblins (1d2+1)
Animal Heard (%) @
20-39
Kobolds (1d2+2)
00-08
Wolves (4d4)
40-54
Orcs (1d2)
09-18
Boars (3d4)
55-59
Axe Beak (1d2)
19-23
Axe Beaks (3d4)
60-69
Bugbear (1d2)
24-43
Deers (5d4)
70-73
Cockatrice (1d2)
44-58
Wild Horses (4d4)
74-83
Gnoll (1d2+1)
59-78
Elk (5d4)
84-93
Hobgoblin (1d2+1)
79-88
Hyena (5d3)
94-98
Ogre (1)
89-98
Jackal (5d3)
99
Troll (1)
99
Elephants (4d3)
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)
Low Scrub - Borderlands (GMM-WD p56) if on Road 20% Random Encounter instead (GMM-WD p60)
Light Trees - Forests & Woodlands (GMM-WD p74) if on Road 20% Random Encounter instead (GMM-WD p82)
Heavy Trees - Forests (Primal) (GMM-WD p84) if on Road 20% Random Encounter instead (GMM-WD p91)
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)
Barren Rock - Mountains (GMM-WD p104) if on Road 20% Random Encounter instead (GMM-WD p108)
Hills?? - Hills (GMM-WD p98) if on Road 20% Random Encounter instead (GMM-WD p102)
River or Sea or Large Lake (vessel) - Sea Voyages (GMM-WD p 135) or 20% Omen (GMM-WD p134)
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.
^ 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)

Regional
1 mile
1 mile
Within Lair

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